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-   -   Competition 186 (http://angband.oook.cz/forum/showthread.php?t=7746)

debo March 3, 2016 02:21

Competition 186
 
Competition 186 is up. It's an Angband Kobold Rogue, using the recent rune ID feature branch.

o/

Nick March 3, 2016 07:39

The feature branch will be getting updates - mainly to what object info and names look like, I suspect - over the course of the comp. I'll post here whenever there's an updated version.

Nick March 3, 2016 12:13

New builds for Windows and OS X.

Fixes are mainly to object names - these are mostly right now, I think, and objects not fully known get a {??} inscription. The character screen properties grid has also been improved, with unknown runes greyed out. This makes that screen a place to see whether or not you have 36 of the 87 runes (and kind of 10 more from the stat grid).

It's not perfect (typically your starting armour won't get an AC, for example), but I think it's not too bad.

Nick March 6, 2016 03:53

New builds for Windows and OS X. Changes:
  • Player starting gear and shop objects update properly
  • Shop pricing for unknown jewellery is correct
  • Dice and base AC are known at birth (and the competition character should update shortly)
  • Learning of runes at sufficient character level has been replaced by Derakon's ?Identify, which learns a single unknown rune on an object

There has been no change to ID of flavored things yet, nor is there a screen for viewing runes.

Pete Mack March 6, 2016 08:55

Are runes a language? Is there one for sustain stat, one for modify stat, another for increase stat, and another set of runes, one for each stat? After that, there would be a different rune for each spell effect, and one for each element bolt/ball/beam/breath/area/zone; Frost/fire/elec/acid/life/stone2mud etc.

That cuts the number of things to figure out from O(n*m) to O(n+m) That is a much less painful mini-game.

Nick March 6, 2016 09:49

Quote:

Originally Posted by Pete Mack (Post 109373)
Are runes a language? Is there one for sustain stat, one for modify stat, another for increase stat, and another set of runes, one for each stat? After that, there would be a different rune for each spell effect, and one for each element bolt/ball/beam/breath/area/zone; Frost/fire/elec/acid/life/stone2mud etc.

That cuts the number of things to figure out from O(n*m) to O(n+m) That is a much less painful mini-game.

There are currently:
  • 3 combat runes - to_a, to_h, to_d
  • 19 flag runes - sustains, telepathy, pBlind, random teleport, etc
  • 12 modifier runes - stats, stealth, speed, etc
  • 13 resist runes
  • 5 brand runes
  • 8 slay runes

Note that these are all for properties that objects confer when worn - nothing to do with effects.

Ingwe Ingweron March 6, 2016 18:57

Quote:

Originally Posted by Nick (Post 109368)
New builds for Windows and OS X. Changes:
  • Player starting gear and shop objects update properly
  • Shop pricing for unknown jewellery is correct
  • Dice and base AC are known at birth (and the competition character should update shortly)
  • Learning of runes at sufficient character level has been replaced by Derakon's ?Identify, which learns a single unknown rune on an object

There has been no change to ID of flavored things yet, nor is there a screen for viewing runes.

As noted in the RuneID thread, this new build is broken. Try starting a new character and it crashes at the end of the process. This is in OSX.

Nick March 6, 2016 20:31

New builds - Windows and OS X (maybe fixed - who knows?).

Deliberate changes are:
  • "Learn after time" runes only get learnt when you're actually using them
  • Flavored items don't get spurious ??s
  • Shop items do get ?? (when they deserve it)
  • Flavored consumables are ID'd after a single use
  • Light sources are properly identified

PowerWyrm March 7, 2016 12:33

I've upgraded from 185 to 198 and loaded the comp char. Flavors have changed... at least for scrolls (satisfy hunger became mass banishment, deep descent became trap/door destruction...). Feels weird.


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