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New builds are now up on the nightlies page and angband.live (source is here) with the following changes:
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Another update, builds etc. in the usual places. Just code cleanup this time, a big lot of improvements to the macOS port from backwardsEric and fixes to some potential problems found by infer.
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Commit 84ffecf changed hunger to a timed effect, but this also removed the messages (aka sounds) for the effects since "msgt" is not defined in player_timed.txt for the FOOD effect.
Initially, there were two sounds here: MSG_HUNGRY for when going "Hungry" and MSG_NOTICE for any other food status change. Using MSG_HUNGRY would fit better, as MSG_NOTICE is mroe generic. |
Been jumping in to 4.2 for the last couple days. Having some fun, refreshing myself with an attempt of the older classes before hopping in to the new ones.
Might just be me, but it felt like Poison had a much bigger role in the early game, my warrior was pretty poorly suited to deal with it. Cure poison / rpois as a ranger spell was a pleasant surprise. Its been ages since I played, can I learn past the first spell book as a Rogue / Ranger? Do I need to reach a certain level? Currently CL 31 as a Ranger, things are going fairly well, except almost dying to one of the newer tree enemies. Might actually have a winner on my hands, going to take a break from it and see what I can do with a ~necromancer~ |
There are dungeon books for each class, yes.But only one town book
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Commit 13db04d introduced different code for lighting which only consider TORCH features. Before, it was considering all COLOR_WHITE features. Result: stairs aren't lit differently anymore (ASCII mode). Maybe they should get the TORCH flag.
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Gothmog's lash is made of fire in canon, yes.
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Commit 62e771f has probably the logic reversed:
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/* Taking damage from terrain makes moving vital */ |
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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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Sound is no longer working on MacOSX with the latest build.
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This is already in stable 4.2.0. but I'm curious how 'monsters learn from their mistakes' actually work. Does the monster need to be intelligent to learn what type of damage doesn't hurt player or what?
The Tarrasque breathed zero-damage fire through Narya at least thrice so it definitely did not learn anything during the long fight. |
Sphara--it is correct for the occasional immune breath because you might have changed your equipment. It should be rare though, more like 1/5 to 1/10 the normal rate. Tarrasque usually breathes fire 1 in 6 turns (1/3 of spells and 1/2 of turns casting.) Was this the case?
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Edit: For all I know, unless there isn't any 'intelligence' factor, only reasonable thing that caused it to breath through immunity I can come up with, was because it was stunned by Explosion spell. Otherwise, the mechanic didn't work at least the way I expected. |
But how many times did it breathe disenchantment? Presumably many more than 2 or 3. That would mean it *did* learn that you have immunity, but "checked" that you didn't take it off. And yes, stunning might have an effect too. Don't know about that.
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Pete - It did use Disenchantment the most. I did hockeystick it quite many times before I allowed him to do the first breath. The first one was fire breath and the ratio of Disen - Fire - Cold was about 6 - 3 - 2.
The reason I posted was that I thought it would NEVER try breathing through immunity twice. |
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/* Not allowed to learn */ |
Wobbly--does this mean you can take of Narya once the monster learns your immunity (and presumably doesn't hit you in melee with the same element)?
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No idea. I haven't yet found where the routine is called from or what it actually does with the knowledge yet. I'm struggling to understand how most of the spell code actually works. My experience playing was that it isn't doing anything. Also breathe weapons have switched to "innate" & I'm not sure what difference that actually makes. Heck maybe it sets the monster to know your resist & then just ignores the knowledge.
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Checking this stuff out has made me aware of a huge hole in the system, though - monsters don't learn from breath attacks. Something will have to be done. |
Not very smart then. It should keep trying occasionally just to keep you honest, at around 10%-20% odds.
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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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Looks like blackguards are digesting way too fast, will have to track that down.
EDIT: Bug found and fixed, new builds will be up shortly. |
Probably a stupid thing, but...
z_info->move_energy * 3 / 4 Should be 3 * z_info->move_energy / 4 Years ago the 3/4 part could be optimized to 0. I remember angband coders being careful about that. |
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I started playing around 1993? - 2.5.1 - 2.7.9 - 2.8.1 - 2.8.3 was pretty stable. The 3s never worked well on Macs and I stoped playing games in 2000. I like 4.0.5 but I don't think artifacts on the ground should be destructible as that does not make sense traditionally after all and if it were posable monsters would have destroyed them by acid or intention a long time ago. Destruction can destroy an Artifact - you must be kidding; I was shocked. Not possible in 1990's so why now. Maces of Disruption always *slay* undead; not now; that's what made them so great. I am not completely sure about all I have said!
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New builds are now up with refinements to the changes to blackguards and rangers.
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I don't think Maces of Destruction had *Slay* undead, just the regular slay. But I admit it's been a long time so I could be wrong. |
New builds on the nightlies page and angband.live (source here) with a few changes:
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Playing a recent nightly (not the most recent, but pretty new), and it seems that most monsters lose track of me quite a bit more quickly than they used to (there are some exceptions, like those oh-so-obnoxious hasty ents...).
Overall, this makes looting vaults a lot easier, at least so far; Portal and sometimes even Phase Door take me out of their detection range, so I can blink out, rest, go lure a few more out and pick them off, repeat. It may be my imagination, but it seems to me that I used to have to get farther away before most things would lose me. I don't mind this, and it does seem to vary, maybe by monster level? I did find that the Tarrasque was already heading for me by the time it came within telepathy range, so that was different. :) |
New builds are now up on the nightlies page and angband.live (source is here) with the following changes:
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Draught of the Ents which acts like both a potion of strength and constitution costs 1 gold, shouldn't it be a *bit* more expensive?
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Harooooom!
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Is that what Ents say? I might be getting confused with my own card game
https://scontent-lga3-1.xx.fbcdn.net...87&oe=5EA57AC1 |
Latest nightly, found Wiruin, the Maelstrom in a checkerboard rectangle room. He doesn't appear to be moving, even though the description says he moves "somewhat erratically, and incredibly quickly". Not moving made him very easy to kill.
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You caught him in a lucky spot - well, unlucky for him :) |
New builds are up on the nightlies page and angband.live (source is here) with the following changes:
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Something I don't know if it is intended or a copy-paste error:
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static void apply_magic_weapon(struct object *obj, int level, int power) |
When I create a new character with the latest build, it says "melee: 1d1-20" and "missile: 1d1-20" on the birth screen.
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A little copy/paste error: lore for BA_HOLY says "invoke mana storms".
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New builds now up on the nightlies page and angband.live (source is here) with the following changes:
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I think there's a little code error in build_store(), line 1540:
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if (build_s - build_n > 1 && square_isfloor(c, loc(door.x, build_s + 1))) |
Bit of a minor issue, the / command (identify symbol) reads straight off the top of the object list. For example if I move spear to the top of object list & give it the , symbol, then the command returns "polearm" for identify ','. This is mostly ok '!' returns flask which works ok for potion & ',' returns food which works ok for mushroom, I guess the only questionable one is the mushroom patch case.
Actually found a few more '^' is unknown symbol. '+' is closed door (which may be an issue for FA with trees). '#' is secret door. |
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Haven't tried it, but I suspect you'll actually get mages doing a funny dance a certain distance away. Sils archers fire every turn, if they don't move they shoot. What does a V caster do when it reaches ideal range?
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This proposal is because melee classes are already so ridiculously OP?
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As for the ranged monsters keeping their distance, don't panic - I said more likely, not certain. |
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I don't understand build_ruin(). For me, each time I try to generate a town in debug mode, this crashes because either "west" is bigger than "east" or "north" is bigger than "south". And when I use the latest build without debug mode, the game doesn't crash but I never see any "ruin" (because I suppose fill_rectangle() absorbs the error and simply does nothing in that case).
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I don't get it either. I mean it seems to work out, but if you look at it without the "now blow it up bit"
http://angband.oook.cz/screen-show.php?id=4735 You can see that its spread out & invades the walls, its the magma. |
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New builds are now up on the nightlies page and angband.live (source is here) with the following changes:
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Looks like there might be a bug in the new running while confused logic. In the attached screenshot I am not confused, tried to run, and was unable to.
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void do_cmd_run(struct command *cmd) Code:
bool player_confuse_dir(struct player *p, int *dp, bool too) Edit:Yeah working in mine now. Will open a pull request Edit2: I guess the "running attempts always fail" bit was literally true |
Thanks, pulled, new builds will be up soon.
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So how is innate + spell freq meant to work? If innate 3 & spell 4 is that:
1/3 + 2/3 * 1/4? 1/4 + 3/4 * 1/3? 4/12 + 3/12? ( 2 & 2 would be always here) Something else? |
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https://github.com/draconisPW/PWMAngband/issues/103
Food depletes every turn when it shouldn't. Same error also in V code. This is because food counter was changed to a timed effect and is decremented like all others timed effects in decrease_timeouts(). |
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After magic has been reworked, I am sometimes confused about which stat is used for spellcasting by each class. Would it be possible to show it in the character creation screen? For instance "Learns nature magic [WIS]". It would be helpful also for new players.
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Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.
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Even shorter version - no thanks :) |
What about dropping normal elves a couple points of INT and raising a couple points of WIS?
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For my personal take on races, see here. |
Yeah, that makes sense for sure.
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Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.
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If I have a good throwing weapon I am unwilling to throw it at a dangerous unique for fear that I have to run away and leave it on the ground. And, for non-dangerous monsters, why using my throwing spear when I can kill them easily even without it... Maybe it is just my hoarding instinct kicking in though. |
Throwing for rogues at least should be competitive. The thing I really ought to do is allow thrown weapons in the quiver, but I haven't got to that yet.
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Possibly allow them to gen in stacks too? 1 throwing hammer of lightning isn't that useful.
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We all know that Angband characters can browse a book while holding a bow, a greatsword, a shield and a lantern. And that they can carry an insane amount of gear and potions in their inventory. So at this point having a reserve of 10 throwing hammers and throwing them at monsters one per turn like a machine gun doesn't sound like a stretch. :) |
New builds are up on the nightlies page and angband.live (source is here) with the following changes:
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Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...
EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug". |
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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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Fixing typos in the help files added more typos ;)
"Many items found, especially early in the game, will unidentified or partially" "however, when youreach this point" "Each iteration through, the this loop runs the level main loop" |
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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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Inventory letters aren't supposed to go up to x, are they? Recent master, g0130e370. I can provide a savefile on request.
https://i.imgur.com/syNXBSO.png |
Another small report: I just found Draught of the Ents at the Black Market for 6000 gold. That seems insanely cheap, considering that it is worth at least as much as a !str plus a !con.
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Ooh ..
Gloves of the Mage: +INT, FA Gloves of the Forge: +STR, rDis, rFire. Activate for rFire |
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In V? Heaven forbid.
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New builds are now up on the nightlies page and angband.live (source is here) with some big changes. Changes are:
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Using my already existing Blackguard character with the new version. Is there still a chance of hitting multiple nearby enemies through normal melee or does that require the Whirlwind Attack spell?
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There are new builds up with a few bugs fixed.
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"Not enough rage" "Need more rage" :D |
Warning! Sugar low... ;)
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I have noticed on several occasions that amulet of trickery got displayed diffently in the inventory list.
Example (from file dump): Code:
s) a Ruby Amulet of Trickery <+4, +3, +7> It seems, when the values occur twice the game will only dispaly one of them. |
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