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Current master post 4.2.0
The first post-4.2.0 builds are now up on the nightlies page and angband.live, with source here.
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Thanks!!! I like the direction you and others have taken the game.
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same here! keep up the great work :D
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New builds up on the nightlies page and angband.live (source is here) with the following changes:
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Necromancer's light penalty has been discussed before. Still, the amount of +Light artifacts bum me. I know a necromancer is supposed to be bit of a challenge but +Light items make things even worse. So many EARLY artifacts have this property. Cammithrim, Forasgil, Sting, Orcrist, Eriril just to name five outside light source +Light items. Disenchantment is close to 50% with a light source even at CL 25 and thus pretty much useless by the time it should one of your main attacks.
I do understand that it fits thematically well necromancers getting penalties from 'benevolent' items. Nevertheless, I wouldn't mind +Light disappearing from majority of artifacts. I don't seek it even playing other classes. What do others think? |
Having a big light radius is a substantial quality of life improvement for everyone that isn't a necromancer. It's like ESP but available earlier, works on mindless enemies, and (of course) shorter-ranged. It's not essential, but I'm not convinced that we should remove it from artifacts just to give necromancers an easier time. Especially since it's an established thing in Tolkein that magical equipment glows.
What if necromancers had a "break the light on this item" spell that followed the remove-curse rules? That is, it could remove the +light modifier from an item, but it might fail, with a chance to render the item fragile or destroy it. You could have different "strengths" of +light on items if you want some to be more resilient against the ability than others. |
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I would in fact argue that Sting, Orcrist, and Glamdring should glow because having them never give off light is far worse than having them always give off light. Especially when you're basically constantly close to Morgoth's minions. Players will look at them and go "Oh yeah! I remember this weapon glowing in the books!" Whereas if they don't glow (while other items do, showing that glowing is clearly a possibility), they'll wonder "hey why doesn't Sting glow? It's supposed to glow!"
Cammithrim, Gothmog, etc. I'm less attached to having +light on, because I don't remember them as a canonical thing. But I note that you carefully didn't render an opinion on giving Necromancers the ability to corrupt the items they find, stripping that cursed light from them. ;) |
Whip of Gothmog is *made out of fire*. So yeah, it has light. Cettainly blessed weapons should not be vulnerable to removal of light, and indeed should up the fail rate even more.
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I'm reluctant to do that. Messing with item properties (aside from curses) is something that was taken out when the old Curse Armor and Curse Weapon scrolls were removed, and it doesn't feel quite right to me. Maybe giving necromancers -1 to the light bonus on any object would be a possibility? |
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Starting a new character though, I was able to turn randarts on and that part seems to be working. I'm playing with full monster memory, so it shouldn't need to write to lore.txt much? Turning sound on seems to trigger the bug. |
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I've suggested elsewhere that Morgul weapons should be usable for necromancers which doesn't solve the light issue but may give them some alternatives.
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New builds are up on the nightlies page and angband.live (source here) with the following changes:
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But the save bug seems to be fixed. I successfully turned on sound and have saved progress, even started a new game with randarts and it appeared to be working. Thanks. |
Agreeing with mrfy, with that nightly build running on MacOS 10.15.2 beta in a virtual machine and sound enabled, I don't see the problem saving lore.txt and window.prf. I filed a report with Apple about NSSound's initWithContentsOfFile leaving a fie descriptor open: that is still present in Mac OS 10.15.2 beta. With that underlying bug present, adding more sounds to sound.cfg has the potential to cause calls to open a file to fail because of the limit on the number of open files for a single process.
The rendering change for the Mac dd increase the size of the rectangle used to render each character and aligned those rectangles on pixel boundaries. Changing line 800 of main-cocoa.m to Code:
tileSize.width = ceil(medianAdvance); |
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There's still a bug where you hit an invisible trap, set it off, move past, and it's still invisible. Shouldn't it be visible after you trip it?
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I can't get the nightly on angband.live to run. I get to the splash screen & no further. Tried deleting my save & fiddling with font settings, no luck.
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EDIT: Attempted a fix, didn't work; the consequent new builds do have a fix to the book coloring inconsistency, though :) |
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Physical vs Magical Traps
Is there a way to tell these apart, in-game? If not, that would be a cool addition.
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It used to be any magical item effect except for scrolls and potions, I believe. So wands, rods, staves, and artifacts all benefited damage-wise from your device skill.
I'm curious why you felt it necessary to remove this. It was a fairly significant differentiator between races. |
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It's possible that in fact it should be just halved or something, but I've started by removing it completely as the first step in a binary search :) Also, if it goes away, so much code simplification... |
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I don't think most players felt that devices were overpowered with the mage's old spell list, where even Greater Recharging had nontrivial odds of exploding high-level wands, and of course there was no way to tap wands for mana. I think the main complaints came from "purists", like Sky, who begrudged the need for devices moreso as a comment on the gaps in the mage's spell list than on the power of the devices themselves. (Sky, please correct me if I'm misrepresenting you) |
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- Catherine the Great (... with minor tweaks) :) More seriously, can I assume that I don't need to repeat my earlier comment, that I have found a non-wand-breaking Recharge spell a good thing? I don't have time to playtest anything at the moment, but I'm fairly certain that I'll find the new version a step in the wrong direction. :( |
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Agreed. I much prefer the model that wands should be reserved for when you jeed them, and rods should be used for the simple cases. With this observation, perhaps some rods should be deleted? I haven't carried a rod of fire bolts or the like in a looong time.
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In principle, I agree with the model where wands/staves are only used when you need them. I wouldn't mind scrolls of recharging being either weak, rare or going altogether. However, spell-based recharging only applies to mages and rogues, so it doesn't affect the value of wands for most classes and gives these two the option of a different playstyle.
For mages, wands aren't generally overpowered (tap spell excluded): fast casting doubles spell damage per round, so damage from wands, even annihilation, eventually falls behind spells. However, rechargeable wands add a lot of variety between games: finding an early drain life or speed or insertnamehere can significantly change the feel of the game for the next 1000'. or so. For rogues, wands are an interesting choice because they are pretty bad at everything else! |
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@Arch--
This doesn't mean that recharge shouldn't sometimes fail catastrophically. For what you describe, archery is the right answer, possibly with a poison brand spell to juice it a little in the endgame. |
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Maybe Rogues get a recharging spell with a higher success chance than mages, since it sounds like it's the tap-recharge combo that's broken and not necessarily recharge by itself. Not sure if Rogues get the Tap spell, because I haven't found all three spellbooks yet but if they do, you could always remove Tap from their spell list. |
Oh, sorry. By 'when you need them' I meant more than just emergencies. I also meant 'really worthwhile fights that you otherwise couldn't afford.' Which is not to say that a poison brand spell wouldn't be a good idea, too...
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So, quiver shenanigans.
I went over the 10 stack limit: 9 pebble/shot stacks + 1 bolt stack + 1 arrow stack. My best stack of sling shots ended up in the inventory & the bolts & arrows remained in the quiver despite the fact I'm using a sling. My inventory goes up to the letter 'w', a full pack. I then inscribed all my pebble/shots so they'd move into the quiver. Now my inventory goes up to the letter 'v' suggesting I have room for 1 more item, except it wont let me pick another item up, it thinks the pack is still full. |
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That being said, I would also not turn down a poison brand. It could replace the steal-and-teleport spell. Haven't found a use for it yet, since near as I can tell, you only teleport if you steal successfully. |
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i tried playing some 4.2 with little success.
my two main observations are: 1. the new color for the ground and walls looks really bad - iam having a hard time distinguishing stuff from the background. too bright by far. I would really be much happier if there was an option to have the background set as it was in 4.1 2. the new dice size thing doesnt work on ranged weapons, and also works in weird ways on ordinary weapons. Stuff that i know should be doing a lot more damage, doesn't; but i guess this was the intended result, to have bigger weapons hurt more and lighter ones hurt less. However, wouldn't this simply result in endgame stuff being even stronger? Things like MoD - or anything heavy, really, when you already have high stats. |
Does the cover tracks spell do something useful at the moment? or is it actually a minus to have this cast?
I've been seeing this funny effect in the AI where sometimes you phase out of melee & the enemy takes a few steps in the wrong direction before correcting itself & tracking you properly. I'm guessing that's the monster picking up the scent of where you were a few turns ago. It seems as currently implemented scent is actually a penalty to monsters tracking you. |
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New builds up on the nightlies page and angband.live (although still not playable on angband.live - we're not sure why yet). Source here. This update has some technical fixes to the macOS and X11 ports from backwardsEric, and a fix for teleport messages by sanedragon.
Not a lot of development happening at the moment, but I should have some more time soon. |
Code:
name:EAT_LIGHT Code:
name:SHATTER |
I just noticed that daggers have been increased to 150 gold, yet main guaches are still 84. Shouldn't they cost at least 184 or 200 gold? Rapiers are still 104 gold. :confused:
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"Creature" in Recall
The word "creature" seems to be a informationless noun used to drape adjectives like "evil" and "non-living" onto. It could be replaced by the "base" creature. It would be a bit redundant at times, but at other times would be very informative to someone who doesn't know the bestiary very well. This would also take a bit of pressure off the "name" and "desc" fields.
Examples: Recently I saw complaints that a "Water Spirit" doesn't have a spirit (for Necromancer purposes). Putting "elemental" in place of "creature" might clear that up. The "Tamer" often confuses me because Shockbolt's tiles make it look like a centipede, and he doesn't have any "taming" powers. Having "person" (or perhaps "human" or "humanoid") in there would clarify what this lover of nature is. EDIT: We're already replacing the word "creature", but I think only in line with "slays". Could get a bit awkward to say "natural spider" for pretty damn unnatural spiders! But leaving off natural and just going with the base creature name would lead to ambiguity about what "slay animal" slays. Most of the slays seem pretty obvious when the player is given the base creature title. |
A nit-picky "bug". We should probably review the class "title" names. E.g., Can a necromancer "Summoner" anything?
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Why not simply replace 'natural creature' with 'animal'? So Ungoliant becomes an 'evil animal' instead of 'natural evil creature'. Or perhaps 'intelligent evil animal.'
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Insects are animals.
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@Derakon--
So are spiders and centipedes. But they aren't insects. :) |
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Are Huorns and Ents animals?
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Molds and jellies are unaffected by slay animal.
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Crash after restart without quitting
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With the latest nightly version on OS X, I get a segmentation fault when I start a new game without quitting after a previous character died. The previous character had a manually inscribed object in the inventory. The call stack up to play_game() at the point of the crash was:
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_platform_strcmp |
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New builds are up on the nightlies page (source is here) basically merging a bunch of pull requests done by other people:
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Wooo! Technically a contributor now :D I hope to add more fixes that are less trouble than they are worth.
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New builds are now up on the nightlies page (source is here) with more of other people's changes:
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New builds on the nightlies page (source here) with the following changes:
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New builds on the nightlies page (source here) with the following changes:
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Minor oddity: "Your scythe begins to glow" after ?monster confusion. I then swap to a BoC and hit a poor townie to see what happens and get "The glow fades from your Blade of Chaos". But there was no message of the glow being transferred to the BoC.
(Yeah, I know killing townies might be seen as unfriendly. Maybe add a new monster type "lab rat" for the town! And hey, he dropped 24 gold) |
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Hands is probably fine though. |
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New builds up on the nightlies page and angband.live (now working again) - source is here - with the following changes:
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Probably bug, when I wield a lantern of shadows, the "of shadows" part disappears. With both "e" and "I" commands.
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Any reason why electric arc doesn't work like an ordinary beam spell? Destroying rods and wands on the floor can be pretty crippling when taking down a bunch of trolls. Currently there is no true beam spell in the town books.
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Late to the party on glow suggestions...
What about 'a glow surrounds you'? Or is that effect already in use for something else like blessings?? (that might be why I thought of it, because I'd seen it, lol). Always wondered how you could tell your hands were gloing inside your elbow-length metal gaunlets.... |
In the latest nightly: c38a249c4
Missing the (Y or N) choice prompt when creating a character in rebirth screen. Yeah, I know to press Y or N, but didn't it used to say that? Missing the level feeling indicator on the status line. The level feeling indicator for Monster/Treasure by the numbers, e.g., 8-5, is gone. EDIT: Nevermind on this one. The problem was the new build changes the window sizing and the status line is "below the fold". |
Took a look at new stair placement. I'm not convinced this does what you think it does. At least 3 adjacent walls discounting diagonals. That's corridor ends, 1 square rooms & pillar rooms.
I have an alternative proposal. If you want stairs next to a wall, ram them into a wall. Find square Look for adjacent wall (not a diagonal) Check there isn't space on other side of wall Check not within x distance of stairs Place on wall |
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I still think the answer is to remove all restrictions on stair generation--let the stairs go to every tile within the connected dungeon area with equal probability.
The restrictions on stair generation were originally added as a hacky way to ensure that characters would enter a dungeon in a safe position. This was always a poor solution. The correct solution is to have player placement be entirely independent from stair generation. Level generation would proceed as follows: 1. Generate the dungeon map. 2. Place stairs on the dungeon map at completely random positions. 3. Place the player at a "safe" entry location. 4. If connected stairs is enabled and the player entered the level via stairs, generate an additional stair of the appropriate type at the player position. I'd build a solution myself and send a commit, except that I don't have enough C coding experience to pull it off without f***ing up. |
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New builds are up on the nightlies page and angband.live (source is here) with the following changes:
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Nightcrawlers, "serpent of chaoses" (sic) and gorgons in "snake" pits feel out of place...
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Commit d10401c reduced the number of books and reverted colors, but also reverted the cool feature that was the reduction of "unwanted" books for casters. Would be nice to have that back so your mage doesn't find countless priest/nature/shadow books.
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