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-   -   FAangband 2.0.0 (http://angband.oook.cz/forum/showthread.php?t=10887)

Ingwe Ingweron September 10, 2021 02:56

Quote:

Originally Posted by Nick (Post 155233)
Thanks for the excellent example, there are definitely issues. I'll report back.

There's actually no need to give me your randart file any more, the code now regenerates the randart file if it can't find it.

Thanks, Nick. Also noticed another bug that you can see in that same savefile. @ has the Palantir of Avallone, which I understand should activate for Detection, but the one in @'s equipment is not activatable.

Nick September 10, 2021 14:28

Quote:

Originally Posted by Ingwe Ingweron (Post 155234)
Thanks, Nick. Also noticed another bug that you can see in that same savefile. @ has the Palantir of Avallone, which I understand should activate for Detection, but the one in @'s equipment is not activatable.

Palantir now fixed in dev versions.

Traps should be more reasonable now too. The maximum trap power (which gets subtracted from raw disarm skill to get a chance of success) is now 115; before this fix it was upwards of 16000. Luckily there is a lower bound on success chance, so one in fifty times the disarm would have worked :)

EugeneLesnov September 10, 2021 17:00

Hello! How about to make trees "diggable" in Nan Dungortheb? It is pretty difficult to play as a mage without being able to use a ranged attack haha. I don't think it's right but I would like the discussion to begin

Pete Mack September 10, 2021 17:28

Why not burn them down?

EugeneLesnov September 10, 2021 17:43

Quote:

Originally Posted by Pete Mack (Post 155251)
Why not burn them down?

At the moment, there is no way to burn them with a fireball (I play last version).
But if we had such feature..

There is a question of balance. If the feature arises, what about other classes? Mages have the ability to cast fireballs, but what about warriors, archers? Of course, there are wands, rods...Non mages should dig then with their own hands! :D

There is something to think about, hmm

Ingwe Ingweron September 10, 2021 20:10

Bug: Note that the descriptions for lines in the txt files should be cleaned up. For example: Class.txt in the description lines at the beginning:
replace “# skill-disarm:base:increment” with
# skill-disarm-phys:base:increment
# skill-disarm-magic:base:increment

and their associated full-blown descriptions that follow. same for #hitdie:increment, etc.

Ingwe Ingweron September 10, 2021 20:24

Bug: Description in Recall spells, and I assume items as well though I didn't check. Takes @ to the chosen recall point, not necessarily to the deepest level of the dungeon reached thus far.

Kodiologist September 11, 2021 02:03

Hey Nick, I haven't played FAangband, but I would suggest adding a description (brief or detailed) of how it differs from vanilla in the README, on http://nickmcconnell.github.io/FAangband/ , or on http://angband.oook.cz/faangband/ . You put a nice writeup on Roguebasin ( http://www.roguebasin.com/index.php/First_Age_Angband ), but it's from way back when you created the page in 2006, so I wonder how well it reflects the game today.

Nick September 11, 2021 05:11

Thanks for all the reports and suggestions. I have filed a couple of bugs.

I think I want to leave Nan Dungortheb as is - it's meant to be horrible. Note, though, that elves and druids/rangers (and especially elven druids/rangers) get easier tree movement, so some characters will not mind it.

Blinkhog September 12, 2021 09:21

Just played through this to completion as a warrior, here's the dump.

Great variant, moving around the greater map through the different outdoor areas is really cool. Too bad 90% of the game is still in the regular dungeon. Would be better the other way around IMO.

I only noticed a couple of bugs, one is that items sometimes say they were found in the Arena. The other is that town building locations reroll every time you visit the town.
Also no quest on level 99 but I assume that's deliberate.

Going to play through again as a spellcaster I think.

Is the idea to move fully to Tolkein lore? As I noticed there's still lots of D&D monsters and stuff.


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