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I haven't been online for months now but i would like to know what's the current state of FirstAgeAngband. Is it stable? Last time i remember playing iwas ok but a few bugs here and there.
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What's wrong with throwing in FAngband? I started a druadan warrior in angband.live, took Mighty Throw specialty at the beginning and was lucky enough to find some enchanted spears and throwing axes of shocking. But they do miss all the time. I don't think I've gotten one hit in and I've tried again and again. Bows work normally.
Character is leveled up to CL 21 and has 18/100 something STR and 13 DEX. Axes are supposed to do about 80 dmg but this way, they're useless. Well not completely useless, one of those axes currently serves as my melee weapon. |
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In character dump the version is not shown at all, except in the file text: https://angband.live/SPHARAGAIN/faan...yDruadandy.txt |
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The answer is that in 1.4.4 only assassins and (to a lesser extent) rogues are any good at throwing in the early game. Warriors will get better later. |
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To me, it was a transparent mechanic. Or I just assumed because I did not read warrior class description. Is the 'gets better later' mentioned there? Throwing matters greatly in the early game (if it is effective) and I would've never chosen Throwing bonuses for starting skill, had I known this. From your answer, I take it that this is somehow fixed in 2.0.dev-version? |
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I think throwing was actually bugged in 1.4.4 and didn't work, compared to my experience of O.
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I have never had a throwing weapon hit in FA 1.4.4, if its the same code copied its probably bugged. I'll try with a rogue in 2.0 later.
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Another little question about 1.4.4 FAngband played on angband.live:
What is the mechanic behind waking EVERYTHING up as soon as it comes to a druadan's view? My stealth sits as "excellent" and no item has aggravation. From the help file I did read that only mage gets a little stealth penalty in late exp-levels. But a druadan warrior? Should be fine. Is it 4 light items I'm wearing or what? Having two rings of combat neither of which have aggro? When I remembered that I had the Dart of Eol in my quiver I was 100% certain that the problem was solved. But no. It had no aggro-thingy. I'm clueless. Current dump: http://angband.oook.cz/ladder-show.php?id=23894 |
Items can have hidden curses if they pseudo as "perilious" or whatever the mixed one is called. There are scrolls of reveal curse.
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This file has some compiler warnings fixes for the last commit.
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On the aggro, I think wobbly's explanation is the most likely. If an object's description says "You know all the enchantments on this object", it usually (I think always) means it has a curse you haven't discovered. |
Thanks fellas.
It was one of those Rings of Combat I was wearing. The better one ofc :) |
My current plan is to put a second beta out this weekend, which will break savefiles from the current development version (which is what's on angband.live). It should have pretty much all the features of original FA that I'm including (although probably not player ghosts, which I probably will include later), so hopefully it's mainly bugfixing from there.
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awesome news.
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2.0 beta 1 now available, it breaks savefiles from 2.0 beta. This has most of the features of FAangband 1.4.4 that I am intending to use, so please point out anything I am missing. Please play and enjoy.
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How does it compare in lines of code? Has all the code rationalization actually paid off?
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Latest beta only compiles for me under Linux (Devuan 3, based on latest Debian testing) if I comment out "bool confusing_blow" in "player-attack.h". The compiler complais it is defined multiple times.
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Thank you for making this <3
This is my first time playing FAangband - and this seems to be the best version for it. Some questions / requests: 1) Does this variant always preserve artifacts? Is birth_lose_arts effectively the same option as old preserve, turned on its head? 2) Has the old autoroll (=specify minimal stats at birth) been removed entirely from this version? Can it be added back? Would you? Can I add it back myself just by editing some options file? 3) Is the old stat maximization option on or off in this variant? 4) Would it be possible to add some choices for hp gain at levelup? Such as, averaging HD for hp, maximum HD of hp, minimum HD of hp. |
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Here's an additional observation:
Many of the player character tiles seem to be off, at least compared to the FAangband 1.44 version. For example, making a dark elf necromancer using Shockbolt tiles creates a generic armoured warrior as the PC. Other choices seem to default to this generic armoured warrior as well. In the 1.44 version, each of them seems to have a fitting PC model. For example, necromancer is this robed figure with blue magic coming from hands. |
OK.
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Been messing around with the new BG on Angband nightly. Good changes. Safe to assume that class update will be coming to FA?
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Nick... you have a team??
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Compiled this in sdl2. The map only does local map, it doesn't do the world map. Should this be done in GTK?
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It's giving me the current map, but where you press a key to continue to local map (that you can navigate with arrow keys), it just closes everything and I don't see the local map.
I just did some testing and it works on x11, but not on sdl2. |
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EDIT: Never mind, I guess. Viewing the Standard Wilderness map, such a route exists. Though I would argue there should be one in the Extended Wilderness too. |
Nick, I have made an Excel spreadsheet that reflects my understanding of the FirstAgeAngband world map. I know, it's not an elegant portrayal, but I would be happy to provide it in hopes that it may be of some use to you. .xlsx files, however don't seem to be up-loadable here. Let me know if it is something you'd like to see and we can figure out a way to get it to you.
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Had more time to mess around with it. You probably already know this, but yeah the map works fine on sdl. Sdl2 has the map pull up in it's own window, instead of the main window (which is awesome), but that's probably the issue.
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Monsters' hit probability as calculated for display here is probably wrong; it uses the new numbers from Vanilla's test_hit() (12% guaranteed hit chance, a minimum accuracy of 9 and a 2/3 AC multiplier), while FAangband's test_hit() uses a 5% guaranteed hit chance, a minimum accuracy of 0 and (in practice) a 3/4 AC multiplier provided by the check_hit() call.
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Nick, here's an example of the @ being walled in upon descent of stairs. This time, if one looks at the location, it says "You are on a permanent wall."
Attachment 1938 Yes, I will just phase door out since @ can do that now. But still a bug. :D EDIT: Also, I think something is wrong with artifact generation. Look at the “Known Artifacts” menu and the only things on there after all this time, are two lights and one staff. |
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CRASH bug. Try and look at the objects list "]" and get an instant crash. :eek: Attachment 1939
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Started playing FAangband on Termux on my Android phone. This variant is a masterpiece, thanks for continuing to support this after so many years. So here's a question. I was fighting a giant Roc and it said the monster was hitting me for 60 damage for example, but my hitpoints were only reduced by about 20. Is the damage number that is reported before any damage reduction, or was this a bug?
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The latest builds of FA for Windows and macOS can now (similarly to V) be found on its release page.
Note that there are still many bugs, few of which are properly filed on the issue page (despite Ingwe sending me reams of them). There have been some fixes since 2.0beta1 was released though, so it could be worse :) |
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Glad to see you're back, Nick. Hope all is well. |
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So I am only 16 releases late to the party ;) Sadly, most of them don't help me much ... everything after beta1-85-gaca9e322 says something like: "The procedure entry point " " was not found in the DLL "E:\ ..... \FAangband 2\FAangband-2.0beta1-87-g5abab8fa\faangband.exe" and refuses to run :( I am running Win8.1(64), if that matters. |
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Had a look into the system log, and used process explorer to spy amateurishly on faangband.exe ... here's what I found:
SYSTEM LOG: Code:
Log name: Application Here's the list of DLLs that Process Explorer thinks are associated with a running FAangband.exe. Everything marked with (*) did not load for v0.87 compared to v0.85. Code:
Process PID CPU Description Company Name |
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Although I think NILWIN the kobold wander won't get very far ... |
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If you're willing to do some testing, you might try the earliest prerelease for Angband 4.2.2. That was generated on Arch Linux with mingw-64 8.0.0-1. |
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Actually, it doesn't, there are quite some up and down staircases which shouldn't be there, and do not work either. But at least I get to make a toon and into the starting town. |
@Arralen-
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Famous last words! I think Nick thought the same at one point... |
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Saw this tonight playing the nightly at angband.live. Asked about it in chat and it was suggested I report it here. That's a LOT of light, but it does say 'Starlight' afterall!
Attachment 1965 Sorry if this is hard to read. It seems to have shrunk the image and compressed it somewhat. It says: when activated will rain 777257368 balls of light with radius 0 near caster, dealing 12 damage. |
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Thanks for reporting. |
That would be easily enough to kill Morgoth in a single turn.
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Nick's newest release, 2.0beta1-119-g67203a37, was built on Ubuntu 18.04 with it's older version of the MinGW cross-compiler. It would be interesting to hear if that works on Windows 8.1 from those who had trouble with the previous releases.
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Nick, here is the randart file for the crash bug on object menu look. At least I think so. There were 9 randart files in the archive folder; attached is the most recent one. I assume that is right, since I haven't played since my most recent character with the crash. Attachment 1969
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The latest build has made Combat Regeneration - one of the big features for blackguards - optional in an attempt to make blackguard playable for advanced races (high-elf, adan, druadan). Let me know how that goes if you try it.
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I had a couple of goes with a high elf paladin and then I had a go at FA 1.4 with a high elf paladin. My conclusion is that blackguards aren't the problem. The problem is a whole bunch of other stuff that changed between 2.9.3 and 4.x: monster power, monster density, improvements to pathfinding etc.
I mean just compare these 2: Code:
N:302:Air hound Code:
name:air hound |
Yeah, it's more deadly. But in all the bugs I reported to Nick, that isn't one of them. More deadly is a feature. As Nick so often says, "FAAngband has that!" ;)
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Couldn't get out of Menegroth or Ephel Brandir, even with save scumming. Didn't even try Gondolin. Guess it's back to playing Hobbit Slingers. Or a Beorn Black-thingy. Yeah, that sounds like fun. How is that "combat regen" supposed to work? It seems I don't quite get it ... I have to cast spells during combat to regain health, ok, but what does "... and fading SP replenish your health more efficiently" mean? How is this all supposed to work out in combat? I am @lvl6 now, moving through the Eriador plains (5) towards the town. "Whirlwind Attack", the use of that is obvious, but "Berserk Strength" with -10AC and nulling any HOT? And what does "Seek Battle" do for me other than draining SP? Btw., I noticed some ... complainer material, obviously: - auto clear "-more" prompts clears all message from the main window, not only "all but the last" - I found a trap at 7N 17W, that is a range of 18.something steps away; Beorn Blackguard, Lvl 6 w. "Fury" .. is this due to "Search 37%" thanks to "a Ring of Utlity <+3wis,+4search>" I found on dlvl 2? |
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"Combat regen," Blackguards lose mana over time if they are not fighting. As that mana drains your health regeneration is faster. Basically, as you lose mana (both from spellcasting and over time) you gain health. |
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The trap thing is working as designed. The new trap system in V (and new FA) roughly works as:
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More RFEs/Bug Reports
Felt like trying FAA archery again; this is a list of RFEs/bugs that I came up with up through killing Mim.
Apologies if some of these are already decidedly handled, or already in the issue list. Also if any of these are things just fixed. ---------------------------------------- RFEs ------ Give certain weapon base types (mostly polearms, as the generic polearm flavor text implies it) an innate AC bonus, bringing them in line with both their flavor text and their original implementation in old FA. Flavor text for specific weapon base types implies an AC bonus for the following: Main Gauche (because of the hand guard) Long Sword (ditto) Thrusting Spear Awl-Pike Magestaff Quarterstaff --- Implement some easy way to clear all auto-inscriptions in the related menu, rather than making one go through each individual thing and changing it manually. EDIT: Actually, this might not be necessary; the player can just save their default preferences to whatever.prf, and load from that if necessary. --- List the power of any known curses on an object upon [I]nspection; currently, it only lists the curses themselves. I see no reason why it shouldn't list the powers too, for convenience. --- Rune description alterations: Change Velocity from "powerful shooter" to something more definitive and grammatically correct; "It it an usually deadly shooter," perhaps? --- Slings and crossbows are still shafted when it comes to egos/standarts, making them boring options compared to bows. More standarts and egos for the both of them, please! --- We're still missing the general store ordering system, if that's something you had planned on actually implementing (FWIW I don't think it's necessarily needed anymore, due to how non-scarce resources are now). --- We're also still missing being able to quiver throwing weapons, as per old FA functionality. ---------------------------------------- Bugs ------ The summon demon curse at least (might apply to other runes as well) seems to not check what it is on properly when it activates; my *weapon* just gave out a demonic shriek (summoned a demon), even though the rune itself was on my ring. --- There are still problems with wilderness level generation; I've gotten spawned in a small niche separated from the rest of the level. --- Certain egos (at least Wolfhide armour) display combat bonus information even when there are no bonuses or maluses (i.e. +0,+0), they probably shouldn't for conciseness. --- Blacklock mages (probably other monsters too) have a problem with their monster recall: "He may cast spells which *insert black space here*, produce magic missiles (15), blind, confuse, or create darkness, about 1 time in 5." The *insert black space here* is a literal long space with nothing in it, or at least nothing legible on the black background *bands tend to use. --- Various sporadic effect curses probably need their proc frequency changed still, if you intend people to actually potentially use them. Currently using Wolfhide armor, and it's proccing its poison and hallucination curses multiple times within a minute or two of play. EDIT: Actually, if this is a result of curse power affecting curse proc frequency/intenseness then this one might be alright. --- 'Cammithrim' activates for Illumination rather than Magic Missile; I mention it mostly because it doesn't align with pretty much all other *band experience. If it's intentional, ignore this one. --- There's an issue with the spawning of enemies in at least certain wilderness vaults; I came across orcs being placed inside actual walls (rather than rubble). --- If I recall correctly, some choices under ~ had to be removed because choosing them caused crashed. Well, the options are no longer there, but crashes can still happen; pushing most buttons from [1] to [9] still causes a crash. --- Pretty sure this one is already on the docket, but for posterity Staves of Starlight claim to fire hundreds of millions of balls of weak light—I didn't actually use it to see if it was true, because if it *was* true it sounded like something that would take a while to process. |
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Qyluthugs summons don't seem to be answered in the Sirion Vale. At least I saw it fail a couple of times.
I ate a mushroom of second sight and could see the neutral 'p's from 130 away or so, not sure if that was intended. |
Amon Rudh - lvl 16 "This place does not seem too risky".
also: "The red worm ('d') ... is normally found at a danger level of 22 ... is worth 905.88 points for a 17th level character." 37.5% ooD should qualify as maybe a little bit, just a tiny little bit, maybe, too risky at least, I think ... Actually, that bunch of in-depth uruk looks quite risky to engage, but maybe they don't qualify for "too risky" ;) Oh man, Orfax, Boldor, Balcmeg are there, too ... all three bunched up. They are 6-8 levels "overdue", but this all adds up and promises to get nasty soon ... |
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Even More RFEs/Bug Reports
Up through killing Glaurung now.
---------------------------------------- RFEs ---------- For ammo, display damage per shot as well as per round; it's not as big a deal with melee since you have theoretically unlimited chances to do it, but you're limited by ammo with archery and one might opt to go with whatever does the most per shot rather than the most per round, especially since ammo destruction (especially arrows) is pretty high. EDIT: Actually not as annoying as I originally thought; it's pretty easy to calculate damage per shot since both shots/round and average damage/round are both transparently displayed. --- Staves of Remove Curse are still mostly pointless; they function exactly like the lesser scrolls (which are available in the shops in unlimited quantities), but are not available in town. As it is, the only real use they have is to rangers, as Create Ammo fodder. I would suggest making them have a max power in between the Remove and *Remove* scrolls, but with more of a total range. Alternatively, make them try to dispel all potentially dispellable curses with a single use (with slightly higher power than a scroll, maybe), and if it fails to remove multiple curses treat it as only failing one. ---------------------------------------- Bugs ---------- The flavor text for standarts (which I'm pretty sure is actually implemented) doesn't display; looking at Thalkettoth, I just get the regular Leather Scale Mail flavor text. --- Certain monsters that shouldn't still can spawn asleep (just recalled into the wilderness and am staring at a sleeping fire vortex). --- The change to polearms giving them AC makes their display a little weird; it only displays the base value, like the bug with normal armour that you fixed (but since you said you don't intend on letting them get AC enchantments, could also leave this one as is). |
First of all congratulations Nick, i was testing the 2.0beta last week and feels great. Just wanted to point that the wizard mode is broken. When activating the -w flag the game crashes after the starting message. I can open a github issue if you prefer.
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Even *More* RFEs/Bug Reports
I'm pretty firmly in the endgame now and am starting to run into difficulty again—when I'm not abusing Decoy broken-ness, that is. I need a long bow of ossiriand with +2 might, enough things resist slays brands that the extra mult would be useful.
---------------------------------------- RFEs ---------- The Ranger's 'Create Arrows' should be a bit more lenient I think; I would expect to get mundane arrows from town staves, but I don't think I should ever get them if I'm nearly CL50 and making them from a _Healing. IMO if you're making them from anything past DL50-60 they should be practically guaranteed to be mithril/seeker arrows; as it is, Create Arrows is only being so useful to me right now because I have a bow with brand ammo, making the mundane arrows useful. If I didn't, it'd be very hit-and-miss, missing far more frequently than hitting. ---------------------------------------- Bugs ---------- You can blow up artifact devices by attempting to recharge them, I'm pretty sure that's not supposed to happen :) --- I think 'Summon Winged Dragons' as a monster spell should be rethought; currently, some monsters that can be found outside Angband (such as Sauron) have it as a spell and will attempt to cast it, even though said spell won't actually result in a summon unless you're *in* Angband. --- Sauron also has 'Summon Ringwraiths' as a spell; those don't exist yet as per Middle-Earth canon, or in the game AFAIK. --- The Black Breath that the Ranger's 'Herbal Curing' spell is supposed be highly convenient for doesn't exist AFAIK either; without that, Herbal Curing only cures stunning and heals cuts, and isn't worth it for either (curing stunning might theoretically be useful, except it would mean that you were stunned, which penalizes spell fails). --- The Ranger's 'Decoy' spell seems OP/bugged; if something does not have LOS on your decoy but it does have LOS on you, it seems like it won't target you at all, and will instead just maneuver to get LOS on the decoy. If it *can't* maneuver to get LOS on the decoy, it'll just wander about like it's confused—I had a situation where I stuck the decoy behind some rubble, which was behind me in a corridor, when I had LOS on Cantoras and he didn't attack me once, just wandered aimlessly while I dakka'd him to redeath. EDIT: For posterity, both Cantoras and Sauron were deaded without them attacking me at all, thanks to Decoy shenanigans. |
Consistent Crash Bug
This one wasn't from my character; making it for another player on the webserver that I was spectating, Zabutor.
firstageangband: cave-square.c:1195: square: Assertion 'square_in_bounds(c, grid)' failed. Crash kept happening around a nether worm mass outbreak on the goblin-drums special level; not sure what was triggering it, but there were traps and permanent walls nearby, so maybe it has something to do with them? From Zabutor: Quote:
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Consequently, there's a save available if you want it, you'll just have to wait for someone with server access to show up to retrieve it for you. |
Wilderness Traps
Certain traps probably shouldn't be allowed to spawn in the wilderness; I just had "a section of the ceiling" fall in behind me...
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I've missed some of your RFEs here, I'll try to remember to go back and check them. Note that this reply just means that I've got to the point of at least documenting your issues, not that they're going to be fixed any time soon :) |
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Crash: Travelling from Underground to Wilderness
Just posting about it here too for posterity (I already created the issue), but Zabutor has run into another (different?) crash; they fell into the underground via trap door and trying to use the upstairs to go back to the wilderness results in a game crash.
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Strange down stairs with "Shockbolt Dark" tiles (when loading other tile sets everything looks fine) - this is Belegost, btw. :
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What's the 2nd book a blackguard is supposed to learn from, and where can I find it?
From CLASS.TXT I guess I should be seeing "Fear and Torment" in the book store, but I only get to buy the Necromancer book "Dark Rituals" which does not give me any spells!?! ... finally figured this out: The blackguard 2nd book is 4x as expensive as the necromancer book ... (Yes, died so often I just got to the 2nd book ... :rolleyes: ) Shouldn't I be able to find the randart rapiers that actually dropped in the randart_xxx.txt file? I had no trouble hitting forest trolls with my rapier (+22,+11), but absolutely could not do so with the crossbow (+12,+10) ... as a lvl 18 blackguard. Slightly frustrating ... I mean, it's f**** trolls lined up in corridor not much wider than them :rolleyes: Yeah, I know, he's going to complain to me ... ;) Generally the (+xx) modifiers on early armour seem much higher than in FA 1 ... is this intended, coming from the changes in Angband? Finding a Wicker Shield of Resistance [2, +16] on level 7 seems ... lucky. But the hard leather armour is [+14] as well ... (though it was dropped by Ulfang on level 10) How is identify supposed to work (out) now? I'm lvl 18, and I have a growing pile of items where I "do not know the full extend of this item's powers" .. yet no ID scroll in sight. I am just unlucky concerning the scrolls, or must I to hope to get lucky and hit/get hit by the right things to figure out the item's powers? "l"ook command and using "+"/"-" or arrow keys seems to target hidden doors (says "You see a granite wall", though) ... In this case, it didn't happen instantly when I entered the level, but when a wolf broke through the door ... suddenly I was able to "l"ook at the other hidden door ... pic, savegame attached. . . |
Hi again Nick. If you've already seen these, ignore.
Using '#' to check time has ceased working somewhat recently. Also Mitze and I were noticing that a high % of combat rings have either aggro or siren. Not sure if intentional. Playing the nightly on .live. |
@Arralen--
Blackguard has intentionally terrible archery (though I think he should get a significant to-hit bonus with a light crossbow, and maybe thrown daggers. Those are a suitably dastardly weapons.) |
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Marked some potential bugs in my posting above.
Here's another one: Wielding a cold branded randart rapier. Shooting a ghoul with the crossbow of accuracy with non-branded arrow results in "is frozen on the spot" and a "held" status on the ghoul. |
Thanks, I am taking notice of this thread, and will say something with actual substance, some time :)
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"The Ghoul is frozen to the spot!" is not a bug. That happens frequently when any monster is knocked down by a significant amount to 1 or 2 stars.
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