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-   -   22 May 2011 development release (http://angband.oook.cz/forum/showthread.php?t=4447)

Timo Pietilš May 24, 2011 07:41

Quote:

Originally Posted by SSK (Post 53252)
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.

Reason for that is to reduce number of items giving small speed boosts, not to make Gondor itself less powerful. Gondor didn't originally have speed-bonus, so that is just reverting it to its old form. Change in more general way.

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.

Derakon May 24, 2011 07:41

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.

Timo Pietilš May 24, 2011 07:50

Quote:

Originally Posted by Derakon (Post 53259)
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.

Neither are no-brainers. And definitely not "massively overpowered". What makes Cambeleg nice is CON-bonus, other than that it is no better than weak power gauntlets. And I really mean weak.

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.

Magnate May 24, 2011 08:21

Quote:

Originally Posted by kaypy (Post 53249)
The assert used to be assert(what >= 0), which wouldn't catch the null...

Oh yes. Good job one of us is awake.

jens May 24, 2011 13:37

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 ;-)

kaypy May 24, 2011 13:51

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);

        /* Generate outer walls and inner floors */
        fill_circle(c, y0, x0, radius + 1, 1, FEAT_WALL_OUTER, 0);
        fill_circle(c, y0, x0, radius, 0, FEAT_FLOOR, info);

be
Code:

        int info = CAVE_ROOM | (light ? CAVE_GLOW : 0);

        /* Generate outer walls and inner floors */
        fill_circle(c, y0, x0, radius + 1, 1, FEAT_WALL_OUTER, info);
        fill_circle(c, y0, x0, radius, 0, FEAT_FLOOR, info);


d_m May 24, 2011 15:15

Good catch, thanks!

kaypy May 24, 2011 15:21

Quote:

Originally Posted by jens (Post 53264)
there is no way to get nutrition, neither food, potions or mushrooms feed my belly.

Satisfy hunger works, but yeah something has gone wrong with eating. Same problem applies to oil flasks

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 */
        if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION)
        {
                msg("Check food addition: %d",o_ptr->pval[DEFAULT_PVAL]);
                anykey();
                (void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]);
        }

gives me 0 food being added

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 */
        if (o_ptr->tval == TV_FLASK || o_ptr->tval == TV_FOOD) {
                o_ptr->pval[DEFAULT_PVAL] = randcalc(k->pval[DEFAULT_PVAL], lev, rand_aspect);
        }

Hmm. The above won't give potions nutrition. Do they use pvals for anything or is it safe to group them in here too?

Magnate May 24, 2011 15:57

Quote:

Originally Posted by kaypy (Post 53269)
Ah. Looking though obj-make.c/object_prep, it looks like the system only sets up the default pval for staves and wands...

Well, we did say we were aiming to make the game harder ...

... 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.

d_m May 24, 2011 16:02

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!


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