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I'm a little late on this, but for balancing some of the OP races (balrogs, etc), instead of random chance of inventory destruction every turn (=you can't carry certain items basically), just add a % chance when using an item for the item to be consumed but not used ("your scroll of teleport burns up before you can use it!").
So your Balrog could carry ?WOR or ?Tele but they would not be 0% fail like for most other characters. This might not be very noticeable early on (except you would need to carry multiple ?WORs or risk getting stuck) but later in the game lacking failsafe escapes and resets would change things up a lot. |
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Killed some ice ogres as a chaos drake at level 28. I am now my races champion?
EDIT: Uploaded save |
Ow that weird :) I think an ice ogre isn't the right monster :)
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0.6.3 is up. Not savefile compatible, as a new byte was added to save files to track your starting race. The trade-off is that now quickstart works.
edit: OK, 0.6.3.1 is now up. Fixed crashing error with EQ. Stupid UI bugs with equipment slots are proving challenging. Misc. bugs fixed, blue/white/gold dragons added. Beholders aren't in yet. Summoning still being worked on. Thoughts for future editions: maybe making a "no hands" flag for monsters that have to bash doors open to go through them (hounds, hydras). I'd have to make easy_alter try to bash doors to keep this from being really annoying and even then I'm not sure whether I like it. Quote:
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Edit : hum... help? when double clicking Repos, the application shuts itself. When starting it from the executable, through a terminal, i get a Code:
dyld: unknown required load command 0x80000022 And, on beholder... make them possess antimagic, as in original D&D? |
Just started it up and noticed baby gold dragons have a hit die of 0.
Chall T. Dow |
Are breath weapons too strong? I know they're the main gimmick of dragons and especially hounds, but looking at the numbers they compare quite favorably to mage spells up to mana storm... what say you, RePosBand players? Are breathers too easy?
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Something I miss is the damage you do when you don't use weapons and what kind of damage(brand/conf/stun). In posband you could see who sharp your claws and teeth were. Can you put that in repos too?
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Current master crashes almost instantly for me. Here's the backtrace:
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Program received signal SIGABRT, Aborted. I'm getting some compilation warnings, but nothing that seem too dangerous, but here they are just for completeness: Code:
attack.c: In function ‘py_attack_real’: |
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For the moment, i'm playin' on an emulator. First things first : are there any help files detailing monster evolution? also, the help files are for Reposband 0.5.3... (as in, name) |
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make -f Makefile.osx dist |
Ok, some balance notes on hounds:
Hounds are way too powerful. Hounds are only supposed to be average power level, but right now they're munchiny. Clear hounds: should basically be in between a warrior and a rogue. Right now they're a little too powerful. (too much HP) but they're alright. Light Hounds: Should have *much* less stealth (they're super bright). Probably less HP too. Vibration hounds: Should have "bad" stealth. They're basically emitting sound waves all the time. Also, their breaths should aggro. This would balance them. Overall: Amount of resists is insane (but this is probably okay)! 4 rings is probably too much for a hound. It doesnt really make sense to have boots+rings anyway. 2 rings, 1 boots would be fine. Hounds need less slots since they have innate resistances. That's all the races I've played so far. It seems fun, but there needs to be some difficulty in non-munchkin races. |
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I don't have a problem with reducing light hounds stealth if you think it'll make them better balanced, but I don't want to do it if it's just for "game logic" reasons, though, because game logic also says that waving bright lights in front of sleeping monsters' faces doesn't wake them up- only flashes of light do. I really like the idea of sound causing aggro- stunning is absurdly strong in the early game, and sound is the most reliable early source of it. Impact hounds will still probably be very strong, but I don't mind if there's some difference in power among hounds as long as it isn't ridiculous. I do agree with your game logic justification of vibration hounds having less stealth so I'll probably reduce it a few points. What did you think of my earlier idea to make hounds (and hydras, and maybe some others like basilisks) have to batter down doors instead of opening them? I'd make easy_alter work with the batter command so you wouldn't have to press shift+B all the time, but even so it might get annoying.. Development has slowed a little bit as I work on summoning and spend a little time tinkering with my old plan to build a Flash roguelike, so .6.3.2 is likely to be the last version of January. I still want bug reports though! Right now the list of known bugs is (from changes.txt): -Repos having mixed results running on Linux, OSX. -screen redrawing on evolution means messages before evolution are dropped -level gain messages can be displayed 2x or more if they occur after evolving -can't use 'repeat command' with race powers -powers can't use HP in lieu of mana (feature or bug?) -equippy chars don't display on main screen (design problem.. how to deal with a line too long?) -innate melee info not displayed -eq slots past #23 aren't labelled correctly -sometimes worn objects psuedo as being in the wrong slot ("you feel the body armor in your pack is excellent...") -randarts turned on = no names for racial artifacts -high scores table lists wrong species If you don't see your favorite bug here be sure to submit it. |
Bashing doors instead of opening them makes sense with game logic, but it is really annoying. Mainly because Bashing is terribly ineffective until Str of 18/50+.
On the other hand, light hounds waking up monsters faster makes sense with game logic, and balance reasons. They need to have some disadvantage compared to dark hounds because of how well they can kill orcs. |
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Just a thought |
So I was playing hydras.
Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though. Balance was good until I evolved to a 5 headed hydra. 5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath. |
So I was playing hydras.
Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though. Balance was good until I evolved to a 5 headed hydra. 5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath. |
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Are you playing the latest version? I've changed it so that all elemental attacks do half their damage as physical damage. You still have to deal with resistances but you do 55% of normal damage instead of 11% |
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Found a typo with hounds. They can breathe lighning. ;) Furthermore, i don't think hounds have too much HP. I'm now lvl 28 with 235 HP. That not even 10 hp per level. Balrogs would have like 700 hp at lvl 28.
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I think I was playing the latest. It was .6.3
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I had a fun bug, did a git pull to get the newest version, but for some reason the compiling kinda screwed... so I created a hound and went downstairs. The square I started on in dlvl 1 was downstairs... so I went down again. The start square in dlvl 2 was also downstairs... so I went to 3. and 4. and 5... So I held down shift + . (for >) and kept going downstairs!
5 minutes later I was at dlvl 380. I killed something invisible (after it killed me and I didn't die?) and leveld up. I eventually quit when invisible undead had me in a confusion/fear lock I couldn't escape because I couldn't die. Hopefully a make clean will fix it :) |
I just updated the code on git. There aren't a lot of changes so I'm not going to make a new rar, I'm just hoping that it'll fix the weird bugs besetting people who compile it themselves.
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IF you compile it yourself, do a make clean first. That fixed all my issues.
Huzzah! But it was fun being immortal at dlvl 380! 17000some feet? It was a blast :D |
New version that fixes rather serious bug - attacks to batter/wound weren't defined so they didn't do any damage. If you ever wondered why half ogres were so easy, it's because they literally couldn't hurt you. It's still at https://github.com/downloads/simongr...nd%200.6.3.rar
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A reaction on your newest dead troll.
What i notice with randart is that you find better artifact earlier in the game. Especially when you play a non-weapon monster. Maybe this is just luck with finds. And overal i think randarts are way better than the normal arts if you check the normal Angbandladder. Is this on purpose? It doesn't make you want to play with the standart artifacts if you know the chances to survive are higher with randarts. |
Nexus hounds should probably have teleporting ability, no? Since their nexus breathes dont teleport, they should have some kind of theme rather than just straight damage.
By the way, don't have their attacks teleport, that would be a nightmare. Maybe you could have them be better at magic devices or something |
Ghosts should start as a poltergeist at level 1-4 or so. From original pos, they wouldn't have boot slots. Gaining some form as you level up feels good as a ghost.
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Djabanete and I were tossing around ideas for new special artifacts. I'd like every PITA unique to have a chance at dropping a relatively strong artifact.. there are already (from Pos) special artifacts for Smeagol, Grip and Fang, Eol, one of the orc captains, and the elemental royalty, plus the racial artifacts. Other uniques we've been talking about adding artifacts to are Nar the dwarf (his clothing is described as ragged, so either a rag or something damaged), Kavlax (a suit of PDSM that's been irradiated by his gravity breath and so weighs a lot and gives a penalty to speed), Gorlim (a dim torch with a bonus to stealth and speed), Saruman (his technicolor robe, not sure what its bonuses and penalties should be), boots or gloves or something for Mim, a pick for Maeglin, and a rag for Ghan-Buri-Ghan (who has to be added as a mob too). Any other tough uniques and artifact ideas? Maybe something for Lorgan or the Tarrasque? These special artifacts only have a 1/15 chance of dropping, so I'm not worried too much about adding too many.. I'd like players to average 1-3 per game, so 30-40 artifacts in total, or ~20 new ones. |
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In other words, more randart winners than standart winners does not necessarily mean randarts are better. |
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RePosBand 0.6.3
When using DVG graphics I get an (non-crash) error reading graf-dvg.prf which prevents the rest of the file from loading, resulting in lots of items appearing as ASCII. Commenting out the following line eliminates it, and I don't see anything wrong here in the prf, so it must be is the source??? Code:
##### Dragon Scale Mail ##### |
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Tried the crystal drake, lot's of fun. Downside, hard to get FA ring (found FA at clvl 28), no other source because you can't wield boots, gloves and weapons. I bet i'm forgetting a source, but i bet it isn't a common source (or it has -3 speed). Same with speed, i only found a staff of speed.
So i realised that the FA was making them a nice challenge(yay!) and shouldn't be changed. But the speed is kinda hard, you can't wield speedboots. And monsterraces don't get speed even if the monster itself is hasted. (Most Wyrms have more than normal speed.) So maybe thats something to change? I know Posband had speed implented in the races. Ow and i met some nasty golems and i wanted to play them! So maybe a next race new can be golems. (flesh -> iron -> steel -> mithril -> colbran -> colossus ->bone/bronze/drolem). As being a golem, they should have stuff like HL, FA, res conf/poison, no_cuts (even saw a piece of metal bleed or been poisoned?). |
Quiver bug
0.6.3 Ammo loaded into the quiver doesn't show up on the equipment list.
... critiquing the Lich (so far, DL's 1-10) a) ring of Ice (activation) makes him too powerful, maybe an ICE_BRAND instead if that's the point of it. b) with all the ranged spells, does he really need a launcher slot? c) does he really need to eat food for sustenance. Some sort of vampiric drain seems more fitting. |
I've noticed the ammo problem as well.
Any ammo loaded into quiver isn't seen on screen but can be selected using the right letter (n I think) so you can still fire or drop it etc. It just makes it more difficult to keep track of what ammo you are holding. |
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Do you think I should give them FA? All the mono-element dragons get it, but law and chaos drakes don't.. it's available as a ring and on Dwarven armor as well as some other artifacts, but like you said that's pretty limited. I like the golem idea a lot! They're definitely going on the list. Quote:
I'm not sure what the point of the ice ring was.. it's a carryover from Pos. Maybe just to give him a fast start? Or easy access to double-resistance for cold (no longer applicable)? I've never really thought about launcher slots, just always included it with melee slots.. now that I think about it a lich using a bow is a little strange sounding. I should probably take it away from Xs too; it's tough to imagine their huge claws holding a short bow. Special ways of eating (like basilisks eating statues) is on the to-do list but it's after summoning and questing. Quote:
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Repeat command 'n' bug
Pressing 'n' will not repeat any 'U' (special ability) command. Worse yet, instead of doing nothing, it repeats the command before it.
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Ow and i opened my lvl 50 Hydra player, and suddenly it's a 4-headed hydra. :) And he lost a lot of equipment who were on head 5 to 11. |
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Weird stuff happens to savefiles from previous versions.. I should probably set up savefile version checking so that it just doesn't allow them, instead of silently mutating them. That's assuming your hydra's from before .6.3, otherwise that's a really bad bug. |
I think my hydra is from an older version as it's a bit older character i stop playing because he was a kinda of indestructible with his high AC.
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I kinda think Hydra's 11 head and amulet slots is overkill. Probably alternating gaining a head and an amulet slot is enough.
2Headed = 1 amulet, 1 head 3 = 1 a, 2 h 4 = 2 a, 2 h and so on 11 = 5 a, 6 h Still enough to equip every kind of great amulet and helmet. |
How do natural attacks work right now? I noticed that the lich character in the competition has 3 natural touch attacks, but how do I see how much damage they do?
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*On reflection, it makes more game-logic sense for them to be additive rather than mutually exclusive, but I think V is going to be changing off-weapon branding soon anyways so I'll worry about it later. |
Crash bug
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RePos 6.3, savefile attached.
A move in any direction will trigger an immediate crash. I have no idea what's causing it. The only odd thing is that all of my destroyed items reappeared on the floor upon reload. This is my narrowly surviving comp 98 character, so a (quick) fix would be appreciated. |
Not sure what's causing it (yet), but if you can avoid crashing by dropping your quiver contents. Picking them up again and even wielding them doesn't seem to cause it to crash again though, which is confusing.
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Playing competition 98 I noticed that the lich had three or four blows barehanded from the start. Coupled with the inherited ring of ice it is a good offense and much better than any light weapon where I only get 1 blow anyway.
Is it intended? Can I see somewhere how much damage I do barehanded? Will I get more blows if I get stronger/more dexterous? |
I just asked about that on the previous page. :) The lich gets his attacks from monster.txt, apparently, with any attacks that have special attributes that don't apply to monsters (e.g. drain-stat or drain-charges) getting a damage bonus. As a bog-standard lich that means two nondamaging blows and two 2d8 blows right from the start, so if you're going to use melee a lot (and with that ring of ice, why wouldn't you?), weapons are a bad idea early on.
Presumably more STR/DEX will improve his blows with a weapon, but only leveling up and getting a more powerful form will improve his inherent attacks. |
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There is a bug in line #490 of attack.c
Replace the ! with a ~ to allow half-damage of elemental attacks. |
I've also fixed a possible bug involving damage multiplier in the block of code in line #414 of attack.c
The "fixed" code is Code:
if (best_s_ptr != NULL) |
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Decided to give RePos and the competition guy a try. He's pretty fun so far though I'm on DL3. The @ gets some pretty sick gear to start with.
I've run into a couple issues so far... the quiver issue has already been reported, but not for the throw command. You can throw items by pessing the correct letter but they do not show up when pressing 'v.' Also, it would be great if the list of powers was automatically shown each time. Lastly, the 8x13 font does not display correctly using windows XP. |
Just found a new monster type - water wapor. Should be vapor
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Showing the list of powers each time should be an easy change. Passing the buck here, but IIRC there are some problems with 8x13 font and Windows XP in Vanilla.. what kind of display problem is it, and have you seen it happen in V? |
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if (type != GF_ARROW) |
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!(PROJECT_AWARE) should look something like 111111011111 so &=ing should only remove that one flag like the code seems to indicate it should. Presumably he only wants one bolt to appear even though it actually projects two separate bolts. An alternate approach would be to split out the damage with a new type flag instead. |
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RePos 6.3 playing with the comp lich.
The nether bolt is fairly useless because of it's high mana cost and everything seems to resist it. A young red dragon resists it, should it? It doesn't show as resisting nether in the monster memory. As a matter of fact, I think that everything may resist both nether bolt and the death orb. I'm afraid to try it any more. |
All evil monsters resist nether to some degree.
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flg &= ~(PROJECT_AWARE); |
What's the deal?
RePos 6.3 - competition lich character.
My SP seems to have maxed out at 337. INT is 18/197 and I can add more, but adding more doesn't increase my SP any. What's the deal? |
Looking at tables.c, INT/WIS stop adding mana at 18/180... that seems pretty low to me, but it's that way in the nightlies too so it's not a Repos change. Min fail rate maxes at 18/200 and fail rate adjustment (not important for monsters atm) maxes at 220, so there's still value in adding to it, but it does seem strange that it stops giving mana so low.
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New version up. Just bugfixes and balancing though. Savefile compatible unless you're an Umber Hulk.. they lost their missile weapon slot. Innate elemental melee should now correctly do half physical damage, the quiver will now display, ice ogres have been made less weak. Other minor changes I think... need to start documenting my changes better. I was hoping to put this release off until 3.2.1 but now that the competition is (almost) over I might as well release it.
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Hi,
I've tried the 0.6.4 version (using a savefile from 0.6.3) but I still can't see the contents of the quiver. Character is a lesser Balrog. Regards, Jonathan |
The K directive of Greater Basilisk seems bogus. Great variant! I'm enyoing playing a balrog right now.
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RePosBand 0.6.5 is up, with basilisks no longer having a nonsensical king and passwall being changed so that monsters will still try to hit you with spells while you're in the wall. You can be hit, too, if you're standing on a wall but there aren't any walls between you and the monster. This should keep passwall viable for retreating without also rendering you invulnerable to breath weapons etc. https://github.com/downloads/simongr...nd%200.6.5.rar |
Hi,
No need to post the savefile I think - the quiver works perfectly with 0.6.5. Thanks for your work on this - great variant. Regards, Jonathan |
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Andrew |
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Killed Gothmog with a Balrog and got the blessing and special artifact.
Unfortunately, after save and restore the artifact has lost all of its special properties except the permanent curse. Glad it wasn't worn :). I do have the savefile if it would be of use. |
Killed Bullroarer the Hobbit as a crystal drake, he dropped not only the Gauntlets of Bullroarer, but the Dagger, Natharc, neither of which I can use. Great game, btw, loads of fun.
Smeagol gave me the Gauntlets of Paurhach. |
Just had the same problem with the dog collar losing its pval properties after save and reload. Are other people seeing this issue?
I do have randarts turned on so it could be related to that. Is source available? If so, I might have a go at debugging it myself. |
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Shoot, I voted for the wrong answer and can't change it. >_<
My favorite part of PosBand from all the way back was by far the summoning. :D |
Sorry for resurrecting this thread, but I'm trying to play RePosBand and two things have come up:
1. Saving the game doesn't work. No error message, but the ~/.angband directory is not created, and in general nothing happens when you try to save. Can anyone help me with this? 2. Just thought I ought to mention that RePosBand will not compile on Debian unless you specify -std=c99 in Makefile.std. Maybe that should be there by default? |
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it could be necessary to edit config.h to use PRIVATE_USER_PATH and/or USE_PRIVATE_PATH, and h-basic.h to define SET_UID (it's ok on *nix). of course you should recompile after modifing the files :) |
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