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FAAngband
I have started playing this for a few weeks now and I have to say that it is a great change from vanilla. The various items that you can find and the options for squelching, etc are all very neat.
But, I just found my first "graveyard", and it actually looked like a graveyard! And, the various terrains are really cool too. The only thing I am annoyed with is all the variations of rings and amulets, etc that I need to continually identify. Maybe I will find a mass identify staff or something eventually, but it kind of sucks to clear a pit and spend 10 minutes sorting through loot, although the squelching works relatively well for that. Anyway, just wanted to thank the FAAngband guy for the variant!!! |
Glad you're enjoying - a lot of the credit goes to the Oangband developers Leon Marrick and Bahman Rabii.
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I actually enjoy the variety of rings and amulets. It adds a bit of surprise and suspense to the game and gives some opportunities for juggling with the equipment.
It is also not uncommon to get a piece of jewlry with activation for identify. |
Torch radius 1 or 2?
I suspect it's a typo in the store where it says the torch radius is 2?
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Pick pocket?
Okay, next question, how do I pick pocket? (Couldn't find it in the command list, but it's in my class specialties...)
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Got it...
I think I got it... same one to set traps...
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P.S. I like setting these traps...
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Starting gold for charisma bug?
Don't know if this is a bug, but it seems strange to me ...
Noticed while adjusting starting stats that if I spent a point on Chr, it would raise the gold by 10, but any more points would decrease the gold. But when I went the other way, decreasing points on Chr, the starting gold decreased until 0... In other words, for this character, it went like this (while increasing charisma): Chr: Gold: 12 366 13 376 14 366 But like this when decreasing charisma: Chr: Gold: 14 366 13 356 12 366 Note the difference at Charisma 13 in the two tables... |
Maddened weasel: typo?
Great creature, by the way...
Should this: A utterly silent whirlwind of fangs and claws aiming straight for your jugular. Be this: An utterly... ??? |
I've been playing the Git head recently, and noticed a few things:
In x-spell.c, around line 1040, the SPELL_RESISTANCE case is missing a break statement. So every resistance spell comes with a free essence of speed. In flavor.txt, around line 834, a typo in the Crimson potion definition makes it appear white There is something wacky going on with Adamantite- it acts more like an object than a treasure. (This is with no-selling, which might make a difference) Oh, and I got a destroyed level where half of a demon pit was destroyed, which was a little odd. "Wow, someone just nuked half the room. I guess we ought to... just chill out right here until someone else comes by." Is there anything is place to stop stacks of ego throwing weapons from doing terrible, terrible things to the game economy? (In my case, no-selling made the point moot, but its a problem I've seen in a few 'bands) |
Suspect this is a bug (in 1.3.1)?
Was taking off equipment and went over the inventory limit (past 'w'). Additional items appear to have been squelched? They show up in the ctrl-p list as (with the ` character at the end): You were wearing a Set of Leather Gloves [1,+6] (`). Should they have been dropped or a warning given possibly instead? |
Thanks for all the bugs, guys - I am taking notice. Just slowly.
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I was just digging through the spell code again and got a rather unpleasant surprise:
The descriptions of Channeling and Heighten Magic are incorrect. They should in fact read: "This ability causes the spell info window to lie to you." In do_cmd_cast, the spell is confirmed and then play-spell.c/spell_cast is called to handle the actual spell casting. spell_cast calculates the bonuses and side effects of casting, then calls on x-spell.c/cast_spell to get the actual spell effects. x-spell is completely oblivious to the bonuses calculated in spell_cast and goes back to using the unmodified player level... get_spell_info, on the other hand, has its own set of bonus calculations, so it certainly gives the impression that those abilities are helping... |
And another one:
In cave.c/multi_hued_attr you use randint1(BASIC_COLORS) a whole lot. Since randint1 has an inherent +1, this can fall off the end of the color chart resulting in a black on black display. |
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Store pricing oddity...
Bought a staff of teleportation, two in store, ten charges each, avg price reported to be 4900s... but the one I bought was 3713, and the other one resolved to that price as well... |
P.S. Appears to be affecting other staves in groups as well, but not wands ...
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Another oddity, could be I'm doing something wrong here, not sure...
Anyway, sometimes when I walk over arrows I've shot, they get automatically picked up, and other times not. I thought it was based on whether I had that type in the quiver already (i.e. not picked up if I emptied that quiver slot), but sometimes I'm not automatically picking up even when I've got that type in the quiver, so that's not it... |
Maybe I figured that one out... looks like I was up to 'x' in my inventory slots, and it didn't like that. So I dropped something, and then I was automatically picking up the arrows again.
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I've also stuck a tweak to the forests off in a branch, but you probably don't want that. |
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Why do some monsters have two health bars? Oh, just thought about it... maybe the second one is mana?
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Further to the odd pricing of staves...
Noticed that buying a stack of 7 staves was much cheaper to buy them one at a time. And a question about ranged combat... Is there any penalty for using ranged combat against adjacent enemies? (Besides the obvious that they can melee you back?) |
There is a glitch with the item list, where if you have more than 256 items on a level, displaying them all overflows an array and crashes the program. This normally requires getting bloody minded with a dragon pit or similar, but it is doable.
While upping the array bound would probably work, I have a patch on github which will make a bounds check and ensure reasonable behaviour regardless of the number of items. Oh, and in regards to an earlier topic, my forest patch seems on playthough to be mostly a cosmetic change- tactically I still wound up spamming Word of Destruction to get a preferable fighting area. It might make more of a difference at lower level. edit: Quote:
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Started playing FA (1.1.6) about a year ago, got distracted by something (probably O if I'm honest) and thought no more of it. Got the 1.3.1 and I'm loving it!
At first I found it quite difficult and died an awful lot (3 or 4 characters an evening some days) but now I'm settled in a little and getting a little better (dump here) and was wondering if any one would like to give me a bit of advice as to what to do next. I've been moving north through Erid Luin trying not to dive too much as I'm not very good at it ^_^ Am I ready to go do a dungeon yet? I need to get a source of fire and elec resistance but have FA and SI, any others I really need to cover soon? |
Amon Rudh starts at depth 15, so if you're already hanging around 20 then it'll be fine to go there. Just be careful on the last floor of dungeons.
What might be a good idea is to turn on autoscum and/or hard-mode and spend a little while in forest/plain areas. There are lots of small vaults with 'h' and 'p' monsters (not too dangerous) and decent loot, so you'd likely find some upgrades to your gear fairly quickly. Forests are especially good for this, because trees mean you don't have to deal with ranged attacks. Doriath is a good place to go. |
clouded's advice is good - although forests aren't as good for dwarves (elves and rangers/druids have free movement in trees, dwarves in rubble). You may actually be better hanging around in Ered Luin, although it is easy to get trapped in mountain levels.
I notice you found your bow in "Underworld Town", which shouldn't exist, so that looks like a bug. |
Yeah I was wondering about that. I'm having an issue with my light source when I load my save file. The area directly around me is lit but a short area around that won't light up. It's not too much of a problem, I just make sure I'm back in a town when I quit.
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Given that O will launch but display nothing (including the window) when vlc is running on my laptop (vlc last update seems to have fixed this though) I can live with a lighting problem, it's more likely me than the game.
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How do I clear webs in Nan Dungortheb? Hitting "T" doesn't work.
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Hey Nick =']
I am playing FA again, 1.3.1 And am hitting (till now) the lightning bug ~90% of my reloads. Do you have a save yet? I can provide one that can reproduce the bug on load, just tell me where to send ='] Keep rocking Daniel |
BTW, playing with the no wilderness option o/
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