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-   -   Sil-Q 1.4.1 release (http://angband.oook.cz/forum/showthread.php?t=9223)

HugoTheGreat2011 February 12, 2019 00:51

FYI, angband.live's Sil-Q has been updated up to commit 2fc4394 on the Sil-Q GitHub. Since it is fully updated up to that point, this is a great opportunity for our beta-testing. I hope Quirk doesn't mind this.

Quirk February 12, 2019 08:49

Hmm there have been some fairly substantial changes since I last pushed (Ease was boring and has been replaced, Smite is in and looking pretty exciting), but it should give people a chance at playing with the new Song tree. Right now I think Staunching will be somewhat OP, I cut it back to about a third as strong in my current development code. However all thoughts are welcome.

wobbly February 13, 2019 17:38

Got this today, from the version on angband.live :

The mountain troll tries to knock you back, but you stand fast.
You realize that the pair of greaves is a pair of greaves of the iron hills
You realize that your Arrows is 33 Arrows.
You realize that your Arrows is 94 Arrows.

Quirk February 14, 2019 09:04

Ah great, I hadn't found that. I'll look into what is going on there. Thanks.

wobbly February 26, 2019 12:18

From throwing a stack of 4 spears{special}

The spear{special} hits the orc scout
the spear strikes truly
You recognise it as a spear of gondolin
You have 3 spears{special}
the spear strikes truly
You recongnise it as a spear of gondolin
You have 2 spears of gondolin

Not sure if I got id xp the 1st time, I know I got it the 2nd time

Quirk February 26, 2019 12:54

Quote:

Originally Posted by wobbly (Post 136425)
From throwing a stack of 4 spears{special}

The spear{special} hits the orc scout
the spear strikes truly
You recognise it as a spear of gondolin
You have 3 spears{special}
the spear strikes truly
You recongnise it as a spear of gondolin
You have 2 spears of gondolin

Not sure if I got id xp the 1st time, I know I got it the 2nd time

Interesting. I'll look Into it. Thanks for the report.

wobbly February 26, 2019 13:09

Also just pulled 3 blessed realm amulets out of a small steel chest at 300'. There's a pretty noticeable pattern of getting the same things most but not all the time from chests, for example 2 quickness+1 miruvour from the earlier small wooden chest. Not sure what the deal is there.

wobbly February 26, 2019 13:52

Quote:

Originally Posted by wobbly (Post 136427)
Also just pulled 3 blessed realm amulets out of a small steel chest at 300'. There's a pretty noticeable pattern of getting the same things most but not all the time from chests, for example 2 quickness+1 miruvour from the earlier small wooden chest. Not sure what the deal is there.

I guess this is my answer? :
Code:

        /*  Artefact rings are suitable for a chest */

                case TV_RING:

                {

                        if (k_ptr->sval == SV_RING_BARAHIR) return (TRUE);

                        if (k_ptr->sval == SV_RING_MELIAN) return (TRUE);

                        return (FALSE);

                }



                /*  Artefact amulets and Blessed Realm are suitable for a chest */

                case TV_AMULET:

                {

                        if (k_ptr->sval == SV_AMULET_TINFANG_GELION) return (TRUE);

                        if (k_ptr->sval == SV_AMULET_NIMPHELOS) return (TRUE);

                        if (k_ptr->sval == SV_AMULET_ELESSAR) return (TRUE);

                        if (k_ptr->sval == SV_AMULET_DWARVES) return (TRUE);

                        if (k_ptr->sval == SV_AMULET_BLESSED_REALM) return (TRUE);

                        return (FALSE);

& likewise with the other themes? That's not a lot of options at certain depth ranges.

wobbly February 26, 2019 15:11

Just looking at how chest contents actually work I can see why I've always felt there was something skew-if here. Like I can see the logic behind it, a box full of healing potions make sense but I'm not convinced the result is good.

Part of the trouble is 3 is a significant number in how people recognise patterns. You start regularly pulling up a pattern of 3, then a slightly off-pattern of 3, then no pattern. It's an incredibly jarring effect.

Quirk February 26, 2019 18:09

Quote:

Originally Posted by wobbly (Post 136429)
Just looking at how chest contents actually work I can see why I've always felt there was something skew-if here. Like I can see the logic behind it, a box full of healing potions make sense but I'm not convinced the result is good.

Part of the trouble is 3 is a significant number in how people recognise patterns. You start regularly pulling up a pattern of 3, then a slightly off-pattern of 3, then no pattern. It's an incredibly jarring effect.

Yes. I'm not sure themed chests work very well as they are at present. That said, I'm not sure any permutation of them will seem very realistic without further tweaks to dungeon generation: I could expect certain results out of chests in a treasury, an armoury and a pharmacy, but the game doesn't have any of these, just random chests in random rooms populated by a number of vaguely thematic monsters.

Interim suggestions are welcome.


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