![]() |
22 May 2011 development release
A new build of the development version of Angband will be on rephial shortly. Changes since the second 5 May 2011 build:
Please note that the pointy penalty removal is not in the list above. We decided to revert the removal in favor of further consideration. Please follow up in this thread with any reports you may have. |
Quote:
A. |
Quote:
|
I took a quick look at a diff of artifact.txt, and here's the changes I'm seeing:
Narya at (+1, +1) (was +6) Nenya at (+3, +3) (was +8) Vilya at (+5, +5) (was +10) All three have also lost the minor speed boosts they used to give (+2, +3, +4, respectively) Elessar at (+7, +0) (was (+7, +7)); lost its speed bonus Hammerhand at (+3, +3) (was +9) Cambeleg at (+6, +6) (was +8) Cammithrim at (+2, +2) (was +5) Paurnen at (+3, +3) (was +4) Fingolfin at (+8, +8) (was +10) Haradrim at (+0, +0) (was +5) Gondor, Numenor, and Holcolleth lost their speed bonuses Colannon's pval reduced from 3 to 2 Luthien's speed bonus reduced from 4 to 2 (other modifiers remain at +4) Looks interesting; should make the game harder too. :) Though, I'm not certain Hammerhand is worthwhile any more. |
Quote:
Quote:
Quote:
Haradrim has lost its extra blow as well, I take? Extra blow is much worse than damage bonuses. In shields damage bonuses actually make sense too, shield bashing is part of the medieval martial arts. If something shields would make it harder to hit multiple times, not easier. Quote:
Quote:
Quote:
|
Quote:
Cammithrim doesn't have a slaying ego (it might have earlier, but it doesn't now); it's basically supercharged gloves of Free Action. Its competition when you find it is likely to be Gloves of Slaying (which it might or might not beat through non-combat-boost abilities) or Gloves of Free Action, which it is strictly better than. Of course if you find it later after the better glove egos show up it's useless, but there's nothing wrong with that. Also, Haradrim still has +1 blows. |
Quote:
These two artifacts are top artifacts, so they need to beat egos in most combinations. And be relatively rare. Otherwise there is no "Wohoo!" -effect. Other artifact gloves are not that important. |
Assertion failed
1 Attachment(s)
Encountered a real bug!
I've started a HE mage, and was down at dlvl 3. Had just tried out like 4 different potions to ID them. Then a while later I was fighting a snake, when something offscreen mumbled, and there was an assertion crash. I have a save file from less than 100 turns before, but don't believe it's helpfull (I've tried twice to reproduce the crash but no success). However I did find out that there was a kobold shaman lurking out of sight. |
Quote:
|
The Alter command doesn't seem to be working on some terrains. I am having to manually dig through veins and treasure.
-- My dev-release summoning ritual worked! 1) Start a new character 2) A new dev-release will immediately become available |
1 Attachment(s)
Tinkered a bit more with this, seems the crash occurs whenever the kobold shaman casts a magic missile.
Made a new save just before the encounter. In the save file just walk north and walk around in the room until the kobold casts a magic missile. Have a bunch of the new and improved CLW, so it's quite safe :-) |
Quote:
Thanks for the savefile - I'll have a look this evening. |
So far it's crashed for me each time someone cast a magic missile on me, so guessing it is still buggy...
|
I'm getting about the same: magic missile = destroy the world
I have seen it occasionally get the spell off without crashing, but it's 80% crashing so far... |
Quote:
Looks like there will be a new nightly out soon, as there's not much testing that can be done if magic missiles crash the game ... |
Been doing some digging.
Should monster_learn_resists or update_smart_learn abort where gf_ptr->resist gf_ptr->immunity or gf_ptr->vuln is null? Because as near as I can tell, when that null goes into FLAG_OFFSET(flag) we get a negative-wraparound on the unsigned flag_offset which is what causes the crash. |
Quote:
I'm not sure why the assertion failure was in z-bitflag.c though, when there was already an assert in update_smart_learn itself. Compiler optimisation, I guess. Anyway, a new nightly should be out in a couple of hours. Thanks for the catch. |
Yet another build
Fixes for the tunneling bug that kaypy reported and for the magic missile crash that jens reported are now on their way to the next dev release. Note that the one marked ef9e70e6dc still has some problems; you'll want the one marked 31b20dac9b. It should be up in a couple hours. The only other changes from the 22 May 2011 release are the Mac OS X accented characters fix, some tweaks to level feelings, and a more sensible message at death about keeping randarts.
|
Quote:
|
Quote:
Cambeleg and FIngolfin are top artifacts--I want to see these restored. Same with the rings of power--I totally welcomed their recent boosting in speed and damage because in my mind they always had trouble competing with rings of speed, when they really ought to be something special--tip top artifacts. I sort of disagree stripping speed from Gondor--in my current game I totally don't find Gondor a no-brainer over Dor-Lomin because of the letter's telepathy. Gondor is a top artifact. If you want to tone down Elessar, Numenor, Haradrim, and Hammerhand that is totally reasonable--Haradrim is a new nontraditional artifact anyway, and I really don't like all these artifacts of evil no-class Harad being so powerful relative to the far more glorious Elven, Dwaven, Westernesse, and Godly origin stuff--the Haradrim just weren't portrayed as that powerful. Elessar--well, it's kind a newish anyway and I think a bit too powerful, but how about toning doen a *little*--stripping speed and removing all 7 damage is too much. Hammerhand--well, +9/+9 is too powerful especially as Helm Hammerhand just wasn't godlike, though he is certainly remembered fondly by the Rohirrim. So take it down a bit *but* also get rid of *aggravates*--it will at least be useful then. I won't be downloading this development version. |
Quote:
Comparison to Dor-Lomin is a bit like comparing Cambeleg to Fingolfin, they both are rare top artifacts, but also very different. Gondor allows you to use wider variety of other gears thanks to many high resists it has as long as you have basic4 from other gears. It is also great for priests and paladins. Dor-Lomin allows you to have other kind of freedom for other gears, because it frees you from basic4 restriction, but besides ESP it doesn't give you anything else. Both give boost to STR and CON, Gondor to WIS and Dor-Lomin to DEX. |
Cambeleg and Fingolfin are top artifacts, certainly. That doesn't mean they should be sacrosanct. Cambeleg's massively overpowered for how common it is, and Fingolfin only isn't amazing because Cambeleg exists. In the interests of eliminating no-brainer decisions, either they need to be nerfed or other items need to be boosted, and frankly the nerfbat is preferable.
Regarding the other changes: Rings of Power: eh, not too worried about this. We'll see how it playtests. Elessar: absolutely shouldn't have bonus damage. It's already an amulet with poison resistance, a 200HP healing activation, and STR/WIS bonuses; that's usually better than Carlammas or Ingwe. Gondor: used to be completely ludicrous; is now merely very powerful. My randart characters would still love to see it, but then again they're also more likely to find telepathy on a non-crown slot. I don't think this deserves a kneejerk reversion, anyway; playtest it and see how it goes. Others: no strong opinion. |
Quote:
Fingolfin is same thing, good over ego_power only if you need DEX-bonus more than you need STR, which isn't the case in many combinations. They are pretty equal to ego-gauntlets, maybe slightly better, definitely not no-brainers. If you don't like the rarity, then tweak the rarity, not make them weaker than common ego-items. |
Quote:
|
1 Attachment(s)
Another real bug...
As far as I can tell, there is no way to get nutrition, neither food, potions or mushrooms feed my belly. Don't really think a savefile is needed, since you can just start a character. But in any case, here is a warrior that is fainting with a bunch of rations in inventory. Btw, I like that you have more time when you start fainting :-) But that change might be old, haven't died from starvation for very many years ;-) |
1 Attachment(s)
r31b20dac9b:
Lit circular? octagonal? rooms do not have the walls lit. Here's one after I have walked around the edges to map it Attachment 667 edit: In generate.c/build_circular should Code:
int info = CAVE_ROOM | (light ? CAVE_GLOW : 0); Code:
int info = CAVE_ROOM | (light ? CAVE_GLOW : 0); |
Good catch, thanks!
|
Quote:
But I know it *was* working last build, and I can't see anything relevent that has changed in the meantime... Something is not right with food pvals Tweaking cmd-obj.c/do_cmd_use to show the amount of food added Code:
/* Food feeds the player */ Ah. Looking though obj-make.c/object_prep, it looks like the system only sets up the default pval for staves and wands... This might be something that needs to be fixed for all objects, or it might just be a matter of adding something like Code:
/* Default oil/food */ |
Quote:
... but seriously, thanks again for another superb catch. This is an unanticipated side effect of fixing ticket #1444, which was about rings of the mouse getting duplicate pvals. The problem arises because there is no flag associated with the food pval. I wonder if flasks of oil no longer fill lanterns. Will fix this tonight. |
Thanks again!
Kaypy, I have committed your fix for circular room lighting. I have also committed a terrible hack which makes food work--by using o_ptr->kind->pvals[DEFAULT_PVAL].base, which *is* correct. I am fine with someone working on the "right" fix but I'd like to get this into a nightly ASAP so that baby warriors don't starve to death left and right! |
Quote:
Quote:
|
Quote:
Code:
/* Default oil/food */ |
Yepp, oil flasks don't fill lanterns. But torches fill torches, and scroll of satisfy hunger is abundant, so the game works fine ;-)
|
Fixes for lantern filling/stomach filling, for circular room wall lighting, and for the Trident of Ulmo description are now available in the latest build.
|
I hesitate to argue from realism, but I believe there is thematic support for food providing nutrition. Certainly there is a long tradition in roguelikes for players being able to complete the game without starving to death and I believe there would be strong resistance to changing this.
~pls no rage!!! A. |
On the flipside, consider: now waybread is a useful poison cure!
(You're beautiful, Antoine. Never change.) |
Quote:
|
Quote:
Playing 7 May, I noticed the heat/cold resistance prayer's expiries weren't synced. The magic caster's 'resistance' spell's expiries *are* synced, which someone actively changed in the last six months or so. Can the same be done for heat/cold? It makes the 'resting up' process so much more pleasurable if you only have to acknowledge a slow down and a single 'no longer resistant to' message. |
Quote:
|
Level feelings
Bug: No delay for feelings, so stairscumming for better levels is fast and easy... Which might be good while establishing thresholds...
A first sample (by memory): At dlvl 9, get the object feeling: "you feel a little lucky." Found lying on floor: Wand of Dragon's Breath, Short Bow of Extra Shots All other object feelings have been bored or dull. Monster feelings have been mostly peaceful/safe, and once a faintly uneasy. The faintly uneasy (dlvl 8 or 9) had OoD pseudo dragon, and wormtounge and lagduf. Of course here it's harder to know if all were there from the start... Intitial impression: Both obj/mon thresholds for the earlier feelings at lower dlvs could probably be lowered a little bit. Suggestion: It will take a while to find these thresholds, but to make the process a little quicker: how about reducing the number of feelings for the moment. With fewer thresholds to establish the work will be done faster, and then we can add more in between again if wanted. |
1 Attachment(s)
Bug:
I accidentally tripped a summoning trap. The game then gave me the following message: 'Effect not handled.' I did not notice anything not working, but the message should probably not be... |
1 Attachment(s)
No feedback from game (for staff of cure light).
I used a staff to identify it, nothing happened. I then check my inventory and see that the staff has {tried}, so I did do something. If I then try it again the game reports how many charges the staff has left. I'm not sure if this is new or old, but I like it when I get a message from the game when I do something... Suggestion: 1) Quick fix: give a message about charges also the first time you use a staff (wand). 2) Think about introducing a message for arbitrary uses (i.e. when no other feedback is given from the game about the results of the use, e.g. 'You use/activate/zap/aim the ...[, 8 charges remaining]') |
I got, IIRC, an excellent feeling early on, but that was a _Dispel Evil on level 2...
(My character history is filling up with transcribed reports along the lines of "48 orcs dissolve!" 8-) Edit: just found an artifact, on the ground, in an "unsure it will be worthwhile" maze. Surely, even with preserve on, an artifact should bump up the level feeling more than that? |
Hang on, so level feelings are split out by item and monster now? Ick.
I mean, I'll need to play it a bit to see how it actually goes, but I can't see this doing anything beyond encouraging scumming... |
Quote:
I didn't mean to remove the delay though, not sure how that happened. @kaypy: not necessarily. How good was it, how deep, and how far out-of-depth? /me goes off to check out summoning traps |
Quote:
|
It's great to see the work on level feelings
A. |
Quote:
Power 287 according to the logs, found at l22 Code:
Artifact index is 109 |
2 Attachment(s)
Level feelings are definitely too low, at least at low dlvls.
I dutifully stairscummed for a bit to get a feel for the feelings, got a variation of the three lowest on both, until after a while I got this at dlvl 12: You feel nervous about this place, and you have a very good feeling... The best I've seen, so I decided to explore. I met some OoD monsters and some OK stuff, and then I found a Greater Vault: Greater vault N:45:The Bank From Hell 31 OoD monsters - Knight Templar, Shardstorm, Master vampire, Mature white dragon, Young multihued dragon, etc. I did battle with the vault (but skipped the room with the real goodies) and found - Thengel, Battle axe of Venom, shield of Resist Cold, Cestus, leather of Restist Lightning, plus various enchanted objects. Including 3 savefiles (1, when I arrive at the level, 2 when I found the vault, 3 when I have cleared the vault) |
Level feelings
If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.
Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest... Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20). Suggestion 2: Lower the number of feelings Previously we had 9 feelings (excluding special and stairscuming) Now we have 81 feelings (9 mon * 9 obj). I suggest we reduce that to 16 = 4 mon * 4 obj. Then the formulas only need to check if a level is: Below average, about average, above average, way above average. for both monster and object feelings, which would be easier to get right, and would be easier for players to distinguish. Suggestion 3: Another algorithm for feelings Run some stat collection, determine average power levels for each level (for both monsters and objects), including stdev. Hardcode two tables with these values (or have them in a text file), and then use the values at the given dlvl and the stdev to determine what the feelings should be. Problems: More work intitially. Would need to rerun the stat collection whenever major changes have been made, maybe every major release. Upside: Would work very well when in place. |
As well as seeing stuff that doesn't seem to be triggering feelings properly, I am starting to think that there is something screwy with the OOD items mechanism- either that or the RNG wants to have my characters' babies.
Lets see, _Magi, _Dispel (at least that gave a feeling, but dl2??), 287 power artifact (that's more than the palantir-alike for my radarts). I was going to add ?Acquire, but apparently that is supposed to turn up all over the place these days. _*destruct*,... |
Shards do not appear to cause cuts at the moment
Might just be Earth hounds. They appear to try to run the timed effect, but with duration 0 Ah, the shards cut effect appears to have a base duration of 0d100 list-spell-effects.h should have Code:
RSE(5, 0, GF_SHARD, TRUE, TMD_CUT, RV(0,0,0,0), RV(0,1,100,0), 0, FALSE, 0, RV(5,125,0,0)) |
Quote:
Your third suggestion is good, but further off. I am working with myshkin on some really serious improvements to stats, after which it might be possible. |
Quote:
|
Assert failed
1 Attachment(s)
Got this message in a fairly recent nightly. I tried pulling the latest nightly and seeing if it was still there, and it was:
angband: cave.c:837: map_info: Assertion `(int)g->m_idx < cave->mon_max' failed. Savefile attached. EDIT: I got the error by casting Detection. |
If something out of view uses a spell or breath, you get the anonymous message. However, if you can see yourself, you should know what the attack was.
"Something breathes. You are hit by something." is a bit *too* anonymous, unless the player is completely blind. |
Quote:
A. |
A variety of items seem a little more flammable than I'd expect
Gauntlets, Mithril Gauntlets, and maybe the various metal shod boots could probably use the IGNORE_FIRE tag |
Quote:
|
Quote:
|
Quote:
|
Quote:
|
It seems that shimmering critters interfere with the new targeting indicators. And they make hallucination *seriously* disturbing, but that's not necessarily as much of an issue.
Is there some way to make the screen just refresh those critters, rather than redrawing the entire screen each animation frame? |
Quote:
|
Suggestion
- When turning off the option "Color: shimmer multi-colored things" - Show the thing in it's original color only, otherwise it's easy to confuse it with something else. - No matter if the option is on/off, show it in original color on the overhead map. Would remove the need to redraw the overhead map, and would help with the problem that Timo (and I) have with the overhead map flickering and slowing down the game. If the option is on, the overhead map flickers every time the monsters switch color, if the option is off it's the same, i.e. the overhead map flickers every turn, so running is slow, and resting more so. |
Quote:
Mithril arrows and bolts (but not mithril shots) Ethereal cloaks and slippers Alchemist's gloves So the inconsistency is that mithril arrows and bolts ought to lose it. |
Quote:
Also I've never understood why equipment you are wearing get merely damaged by elements, but when they are on the floor they get destroyed in one hit. It should be affected in the same way regardless of whether it is worn or not. |
Quote:
Quote:
|
Of course, most metal items are weapons or hard armours, which are unaffected by fire by default...
|
Quote:
Anything Mithril definitely should be immune to fire for consistency reasons. Mithril bolts can lose the ignore fire-flag, they are not vulnerable to fire anyway. |
Quote:
EDIT: doh. This has already been done - that's why the HATES_FIRE flag was created. So in fact things like wicker and leather shields can just be given it. Easy. |
Another thread reminded me:
The output for the prefs dump for terrain features doesn't give the right indexes. prefs.c/dump_features needs tweaking: Code:
file_putf(fff, "F:%d:%s:%d:%d\n", i, light, attr, chr); |
Quote:
|
Here's my notes so far, on a hobbit warrior currently at 2300':
* The new spell messages are certainly more to the point, but IMO they lack flavor and some are rather awkward (e.g. "tries to make you stop moving"). Also, the "conjures up foo" messages for fear/confusion are misleading since they sound like summoning spells. Honestly I liked the previous messages better. I doubt it takes that long to learn which messages correspond to which spells; if nothing else you can always check the monster memory. So I don't think this change was really necessary. * Monsters will try to drain my warrior's nonexistent mana, and I'll get messages to that effect. If we want monsters to try, there should at least be a message to the effect that the attempt failed. * I got a lesser vault at 300' and a potion of Intelligence at 350'. Just lucky? * Artifacts in the equipment list are shown with a lowercase "the". I'd always assumed the "the" was part of the title, so this surprised me a bit. Really trivial either way though. * Shrieking for help seems to have no effect; monsters in the area remain asleep. Not sure if it still hastes monsters in LOS; haven't checked. * Cherubs are ludicrously badass for 1950' (their native depth). Not really relevant to the nightlies, but yeesh! Fast, lots of HP, resist everything, fairly painful spells... * Crowns of the Magi have Free Action but not See Invisible. That seems a bit odd. * Shards attacks don't seem to be causing cuts even if you lack the resist. I also suspect they're incapable of damaging your inventory. Let me know when we can give negative pvals to ego item definitions; I have a bunch of changes to the edit files I want to make. :) For example, I'm still annoyed that someone went and made the (already too rare) rod of Trap Location vulnerable to electricity... |
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
1 Attachment(s)
Quote:
Having had a quick glance over that code, it looks decidedly non-trivial... Quote:
Edit: Quote:
Attachment 679 Is there anything other than a global variable I could hook my lighting toggle to? |
Quote:
Good to know the messages will be moved to an edit file. That should be fun. :) |
'Nother post for more notes!
* Vaults seem to periodically be missing entire rows of blocks, replaced by empty space. E.g. I found a Bubbles vault that was missing its top row, and I know I've found vaults missing rows through the middle. Don't think I've seen any vaults missing columns. It's actually a bit interesting since it breaks up the flow of the vault, but it's still a bug. * Crossbows and crossbow bolts have exactly the same drop frequency. Is that really intended? * Charge-for-charge, scrolls of Mapping are much cheaper than staves of Mapping. The staves' only advantage is that they can be recharged by the magic store. * Inspecting an executioner's sword, I was told that with +2 STR I'd get more blows/round. However, I was at 18/210 strength at the time (and 18/160 DEX). * If you put a % in a note, then in the message history it gets represented by "220"; however, it shows up properly in the file dump. * I found a Ring of Speed +20. What. This is by far the best I've ever managed. Ironically I'm wearing a +10 speed ring on the other finger because the only other rings I have are either redundant or aggravating. * I found a double-height labyrinth, fairly deep down. Nice to break things up a bit. If it's still possible to generate labyrinths with entirely permanent walls, then that probably shouldn't be allowed for the big ones, since they'd be painful to navigate without tunneling. * I've found several randart weapons with terrible damage but lots of abilities and (only marginally useful) slays. How heavily are non-damage abilities weighted when gauging a randart weapon's power? Most characters can't really afford to use weak weapons even if they give lots of resists, powers, etc. So here I am, running around at +46 speed unhasted, raring to go kill Morgoth except I still don't have telepathy... |
Quote:
Quote:
Quote:
|
Quote:
|
Quote:
Quote:
|
The last notes from this character, who has gone on to record my fastest win yet (in 413k game turns).
* I got a bus error when recording a note. Unfortunately I don't have any repro case or useful log messages, so I doubt there's anything to be done here. * In the entire game, I found only two randart hats (one helm, one crown) and one shield. This is out of about 50 artifacts found (20 of which came from a single Bubbles vault...). I put the artifact spoilers up here. Looks like I just got unlucky...especially since this meant I was without telepathy most of the game, only finding it just before fighting Sauron. * The first time I went to level 100, Morgoth wasn't generated. I think it was a cavern level, but I'm not certain. The second time (on a normal level) he showed up right off. * The difficulty of the fight with Morgoth depends heavily on how often he summons and how many uniques you've left alive...I had to spend 6 Destructions just clearing out summons that time. Scrolls of Destruction are far more dear than potions of *Healing*, at least for me. Never did find any potions of Life... I put the character dump up here so you can admire his rings and hammer. Note the bug in Grond's blows description. |
Quote:
But how do you use *destruction* vs Morgoth's summons? I tried it once and it destructed Morgoth himself after I'd gotten him down to like 50% HP--I was so pissed. So I had to fight him again and I'd already spent my runes of protection (fortunately the character was already too strong anyway and this wasn't a problem). I concluded *destruction* is only useful as an escape when you are in big trouble; when you're winning the fight best to use banish evil--Morgy will find you in due time while the summons usually won't. |
Destruction doesn't hit the entire level. ;)
(Use Teleport Other on Morgoth first) |
Quote:
|
Quote:
This strategy is consistent and works well regardless of what class you are. Warriors and rogues have to rely on ?Destruction; everyone else can cast the spell. I had 7 going into this last fight and burned 6, including one for initial setup; that's significantly worse than usual. I've had fights with Morgoth where I've only used 2. |
Quote:
Another thing I have wanted a long time, that I don't know if you are doing: Stats for how an individual (ego) item plays out depending on generating lvl. Something like generating 100 specimens of a specified (ego) item at each dlvl were it can be generated. That way it would be easier to tinker with the ego_items and balance them according to depth etc. Useful when using more complicated randomizer functions including the M-function. |
Quote:
On every level it captures: - every level feeling - every gold drop (with its origin) - every monster generated - every artifact generated (with its origin - artifact index only, i.e. for tracking standarts) - every consumable generated (with origin) - every wearable generated (with origin), broken down into -- object kind -- dice (if any) -- plusses to-hit and to-dam -- total AC -- ego index (if any) -- flags -- pvals The only thing it doesn't yet capture is the generation of pits and vaults, as these require some more serious adjusting of generate.c, but this will come later (and will have a negligible impact on the memory requirement). This will give you an overall picture of what is available in the game. It will *not* be useful for simulating 1000 of a specific ego type or 1000 sets of randarts, but it is easy to write standalone sims for these. It *will* tell you that if you adjust the rarity of a particular object/ego/artifact, what the *overall* impact of that change is on the availability of stuff like +dam, resistances, brands, +con etc. etc. So we can assess whole bunches of changes together - like, for example, balancing things for a release ... There's a slight snag though. We don't yet have a way to *interrogate* all this data. But we will - myshkin is working on it right now. It will be a ~2GB sqlite database, which we'll then be able to query with any sqlite tools we want (draw graphs etc.). My intention is to do a million sims once 3.3 is out, and then keep that as a definitive reference against which 3.4's changes are measured. My best PC does about one run a second, so a million sims would take about 12 days (if we've fixed all the memory leaks). |
Yowza. I recommend saving results files to disk every hour or so; wouldn't want to get to iteration 999000 only to have it crash!
Sounds very interesting though, and I'd love to be able to query that database, maybe make some plots tracking stats against dungeon level and suchlike. Any plans to have a version that uses randarts instead? I know the randart generator is expensive to run, though. Given that you're just tracking the artifact index number, maybe it'd be possible to generate a set of randarts, use them as the artifact set for a series of runs (maybe only a few hundred), save stats, generate a new set of randarts, etc. The goal would be to see how randarts track compared to standarts on various metrics, if there's something they consistently do better or worse in (e.g. off-weapon damage boosts, elemental immunities, pConf...). Even without randarts I'm sure this will provide much interesting data. Best of luck! |
A million seems like a nice round number, though I wonder how your distributions will change as you increase the number of iterations. You might want to check your results periodically, by perhaps looking at the distribution of a relatively common object, say !CCW, and a relatively rare object, say BoS, and see at what number of iterations the distributions stop changing shape. You may find that you have sufficient data after 10,000 or 100,000 simulations, which could save yourself some time and some money on your electric bill.
|
Quote:
Quote:
But no, the idea is not to sim randarts specifically. Your goal can be achieved by doing the runs with randarts and comparing the total availability of OF_FOO with the total availability using standarts. There is no need to compare standarts directly with randarts without looking at what's actually available in the dungeon, IMO. If there is, it would be much quicker and simpler to write a dedicated sim. It would be quite easy to set a number of runs between each new set of randarts (it currently defaults to 1, which simulates real games), but the problem would be writing out the intermediate data. Let's see how we get on. |
Quote:
Do you remember which version of the game generated that level (I assume it was pretty recent)? Also, do you remember how the vault connected with the result of the level? Usually there is a passage leading to some random part of the GV and then the player has to tunnel into it. I've been trying to replicate this without success (so far) so I'm curious if you remember any more details (or maybe even have a screenshot)? Thanks for your feedback! EDIT: Of course, after generating 15 Bubbles vaults that are fine (and posting this) I find one that has a column removed! So... clearly I *can* reproduce this. Sorry for the noise ;) |
This was with the most recent version. I went ahead and wizard-scummed until I got another vault showing the behavior. This time it's a missing column, and it does indeed coincide with a corridor:
http://derakon.dyndns.org/~chriswei/temp2/vault.png Sounds like you ought to be able to fix this by treating icky tiles and all non-border permanent walls as passable for your connectivity checker. |
Quote:
The core function (join_region) isn't trying to connect to the vault... but instead trying to connect regions on both sides of the vault. It was first written for use with caverns (which don't currently have vaults) and didn't realize that it had to go around permanent walls/icky squares. This is now fixed in staging (I confirmed it by generating vaults until I found one with regions on both sides and a weird tunnel going around the vault to connect them) closing ticket #1455. |
All times are GMT +1. The time now is 01:30. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.