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-   -   Announce DaJAngband 1.1.1 released (yeah another one..) (http://angband.oook.cz/forum/showthread.php?t=2584)

will_asher December 6, 2009 23:54

Announce DaJAngband 1.1.1 released (yeah another one..)
 
Yet another update, I thought I'd change it to 1.1.1 because 1.1.0 kept having problems.

Changes since previous release:
- Telekinesis bugs fixed. It now works the way it should: must be either in line of sight or within max distance (usually about 8).
- Monsters on themed levels aren't quite as out-of-depth.
- a couple monsters have a chance (around 1/11) to raise your luck when you kill them (only rare or unique monsters including black cats and leprechauns). This helps to recover from the black cats lowering your luck..
- monsters can no longer pick up (or destroy) the special vault chests. (I had a ghost carry one out of a vault for me last game).
- ?rune of protection is not used up if it fails to make a glyph (like if you're testing out the scroll while standing on stairs..)
- last messages appear in the character dump even before death.
- the object list now updates when it should (really this time)
- home inventory is now in knowledge menu
EDIT: another change I forgot to mention: objects can now be in the same space as a trap.

- and more balance changes to the black magic realm: Summoned demons often appear about 20 spaces away instead of just next to the PC. The spells that trigger the demon summoning effect have a lower chance of triggering it, and the effect never summons groups. Witch's disinfectant spell strengthened. Some assassin spells modified to be more practical.

see also the changelist here:
http://angband.oook.cz/forum/showthread.php?t=2481
(but don't look beyond the first post because that release was kindof a fiasco..)

Download link:
http://www.datafilehost.com/download-25f89989.html

The DaJAngband website is not updated for 1.1.1 because I'm having trouble getting to the webpage to edit it (again).

fizzix December 7, 2009 04:39

I noticed that themed levels didn't tend to occur on levels 97 and 98 (when I could have handled them). Is this on purpose or was the RNG being weird? I noticed some weird terrain, like pools and stuff, but I didn't get the message.

I might suggest not having much difference in monster level or object level on themed levels as compared to normal levels. Rather, keep the monster preferences and odd terrain for the themed levels and maybe increase monster density? Even if you have no OoD monsters but a lot of monsters clustered around the current level, the level will be much more dangerous than a normal one. If you're going for a vault effect, then having lots of hard monsters is fine, but I don't think you're going for this. I didn't see any themed levels since I got the palantir, so honestly, I have no idea what they look like since I ran away from them quickly when I saw how dangerous the monsters where. I probably would've died had I opted for disconnected stairs...

(extremely minor and unrelated bug report. If you step to climb on rubble you get prompted with a 'do you want to climb' option. If you answer 'no' you lose a turn. Not sure that this is intended, and not that much of a big deal. Just need to be careful.)

will_asher December 9, 2009 01:00

The DaJAngband website is now updated.

buzzkill December 9, 2009 03:12

Bug report 1099U1.. During character creation, using the * to select a random class selects from all the classes, even (the blank) ones that (presumably) aren't available to you.

and another one... with a new character (magic gnome/alchemist) wielding the (starting inventory/f slot) leather gloves in my inventory works OK, but the gloves also remain in in inventory afterwords. I was able to drop them and thus remove them from inventory.

will_asher December 9, 2009 06:54

Quote:

Originally Posted by buzzkill (Post 26890)
Bug report 1099U1.. During character creation, using the * to select a random class selects from all the classes, even (the blank) ones that (presumably) aren't available to you.

..and I just tested (what I should've tested earlier of course) and it actually lets you chose one of the blank ones and play with no class. That would be a real challenge game. I'll fix it for next release.

Quote:

Originally Posted by buzzkill (Post 26890)
and another one... with a new character (magic gnome/alchemist) wielding the (starting inventory/f slot) leather gloves in my inventory works OK, but the gloves also remain in in inventory afterwords. I was able to drop them and thus remove them from inventory.

That's not a bug. Sometimes an alchemist starts out with more than one pair of gloves. I know it's useless, but it realisitc that an alchemist would keep a spare pair.

buzzkill December 12, 2009 03:43

1099U1 bugginess ...

Many (maybe all) animals are referred to as "bugs" in their description.

Reading a scroll of Blessing does not produce the 'bless' status, or produce a message such as "You feel righteous." (at least I don't think that it did). Reading a second scroll of blessing didn't produce "You feel more righteous."

my 2 cents...

CSW and CCW need to be pumped up a bit, maybe even CLW. I'd say lose the percentages and make CLW heal 5-25 (5d5), CSW ~ 25-50 (5d5+25) HP, CCW ~ 50-100 (5d10+50), plus whatever other curing properties they already possess. This should make CLW's effective for CL's 1-5, CSW's 5-12, and CCW's 12-20 or so.

As it stands now, CSW and CCW aren't much more effective (for restoring HP) than CLW, and certainly don't justify the massive difference in price.

Classes that can't heal themselves (reliably) with spells, must rely on these weak potions (or other equally weak magic items) for survival, and they currently, IMO, just don't cut it.

will_asher December 12, 2009 07:47

Quote:

Originally Posted by buzzkill (Post 27036)
1099U1 bugginess ...

Many (maybe all) animals are referred to as "bugs" in their description.

Reading a scroll of Blessing does not produce the 'bless' status, or produce a message such as "You feel righteous." (at least I don't think that it did). Reading a second scroll of blessing didn't produce "You feel more righteous."

That's strange, I'm not having either of those problems on my copy.

Quote:

Originally Posted by buzzkill (Post 27036)
As it stands now, CSW and CCW aren't much more effective (for restoring HP) than CLW, and certainly don't justify the massive difference in price.

Classes that can't heal themselves (reliably) with spells, must rely on these weak potions (or other equally weak magic items) for survival, and they currently, IMO, just don't cut it.

Really? They're more powerful than they are in vanilla 3.0.9 and only slightly less powerful than in new V.

Derakon December 12, 2009 08:27

3.1.1 CCW is way better than the old V CCW used to be. You just shouldn't expect to be able to rely on them in the middle of a melee. Phase door away and use the three-four turns you get to chug potions, though, and you'll be back in the fight.

Healing that suffices to counter attrition shouldn't be readily-available until the late game, IMO. Otherwise everyone just ends up tanking all of their combats, which takes away a lot of the danger and strategy. The current system is pretty near to perfect as I see it; if only the Temple stocked CCWs more reliably and !Healing were more common in deep depths...

buzzkill December 30, 2009 03:18

Playing DajAngband 1.1.0 (Nov. 20, 09) version.

I've run into a problem where I can't take off, drop, swap out, or ID a ring of feather falling {average} that I am wearing. It simply doesn't present itself as an option. I haven't tried remove curse, as there are none available, but I don't think that's the problem. It must be a bug. If anyone can fix my save file (just get rid of the ring of feather falling), it would be appreciated.

EDIT: I tried open this with a hex editor with no success, it's still all gibberish. What program do I need to use to view/edit my save file?

buzzkill December 31, 2009 19:23

1 Attachment(s)
Quote:

Originally Posted by buzzkill (Post 28018)
I've run into a problem where I can't take off, drop, swap out, or ID a ring of feather falling {average} that I am wearing. I haven't tried remove curse, as there are none available, but I don't think that's the problem. It must be a bug. If anyone can fix my save file (just get rid of the ring of feather falling), it would be appreciated.

OK, I tried remove curse without any effect. Additionally, it doesn't seem to be functioning properly (granting feather fall). I still take damage falling into pits. It must be a bug. Can no one help me? Updated savefile attached.


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