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Old March 7, 2010, 06:53   #1
Nick
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FAangband 1.1

FAangband 1.1 is now available from the usual place - thanks as usual to pav for hosting. Please play, post dumps, complain, etc.

I am expecting more complaining than usual, because the new ID by use system and rings and amulets are radical and not very well tested changes. Bugs can be reported here, or by email to nckmccnnll@yahoo.com.au, or at launchpad.

Here is a summary of the changes:

ID by use
---------
Wieldable objects can be learned about by wielding and using them. Ego weapon and armour types can be learned by learning an identifying property.

Score
-----
Score is now the sum of the experience gained for the first kill of every monster type. This is an attempt to make score actually meaningful.

Rings and Amulets
-----------------
These are completely different now. Basic ring types are metals; basic amulet types are gems. All rings and amulets are ego items. ID by use is "sensation-based" (otherwise known as rune-based) for jewellery.

Birth Options
-------------
There are two new birth options:

- dungeon only gives the player a conventional Angband town-and-dungeon game (although there are optional fixed quests on the way down, and recall is *necessary* after a while);

- no selling is like it says on the box - items can be donated to shops for identification, and gold drops are doubled.

Sound
-----
Dubtrain's sound pack is now fully incorporated.

Bugfixes and minor changes
--------------------------
Adjusted Razorback's weight down to normal for DSMs (Si Griffin)

Added buzzkill's world map.

Alt key not working in SDL (jsv)
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Old March 7, 2010, 13:32   #2
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Yay! Very nice!

A couple of questions:

How do I turn off click-to-move?

Why is a Magestaff listed as [4,?] yet "you know all the enchantments" on this object?

edit: a few more!

How do I turn off autopickup? The option appears to be mising and forced on...

If I try to sell something in no-selling mode, perhaps it should say "donate" which item instead of "sell" which item? Just so I don't try to "donate" a valuable item that's already ID'd!
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Last edited by ekolis; March 7, 2010 at 13:37.
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Old March 7, 2010, 14:14   #3
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Quote:
Originally Posted by ekolis View Post
How do I turn off click-to-move?
Looks like you can't currently - I should put that as part of the "turn off mouse buttons" option.

Quote:
Why is a Magestaff listed as [4,?] yet "you know all the enchantments" on this object?
Hm. Bug #2.

Quote:
How do I turn off autopickup? The option appears to be mising and forced on...
Gameplay options, third from the bottom.

Quote:
If I try to sell something in no-selling mode, perhaps it should say "donate" which item instead of "sell" which item? Just so I don't try to "donate" a valuable item that's already ID'd!
Good idea. I spent about 10 minutes implementing that option...
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Old March 8, 2010, 12:09   #4
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I've fixed a few small issues (itemlist broken, brands not showing up properly, sundry other ID things), and have a couple still unsolved. Current plan is to spend about a week looking for and fixing bugs, then release 1.1.1.
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Old March 8, 2010, 16:13   #5
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Yay thanks Nick! I've been waiting for a no-wilderness version and now I can play it! When you release 1.1.1 I'll definitely play it and let you know how it goes.

Is there now a "Auto pickup items that match inventory" option like in V? I love that option.
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Old March 8, 2010, 20:46   #6
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Quote:
Originally Posted by Zikke View Post
Yay thanks Nick! I've been waiting for a no-wilderness version and now I can play it! When you release 1.1.1 I'll definitely play it and let you know how it goes.
It's quite playable now - the main issue is that item descriptions don't always come out quite right.

Quote:
Is there now a "Auto pickup items that match inventory" option like in V? I love that option.
No, but there can be
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Old March 8, 2010, 23:42   #7
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Yay I made a warrior and already found Cambeleg on dlvl 2. ^_^

When I press "k" to kill an object, it brings up the list of items to kill. If I hit ESC, I have to hit it about 3-7 times (it varies) until the menu goes away. Ever seen this? I'm on Vista 32-bit.

edit: Well I closed FA and re-opened it and it's back to normal. I'll keep an eye on it.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

Current character: Fina the randart disconnected stairs rogue

Last edited by Zikke; March 8, 2010 at 23:54.
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Old March 9, 2010, 05:10   #8
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I imported my 1.03 character and his Rings of Feather Falling had transformed into Gold Rings. Upon ID I found that these rings had certain useful properties. Slays animals, evil, undead, demons, orcs, trolls, giants and dragons. Branded with acid, fire, lightning, cold and poison. Grants resistance to acid. Finally, a RoFF that's worthwhile, despite it's lack of FF. Sells for a whopping 856 GP.

I guess I'll just play this one out in 1.03. Have you made any changes that would change/corrupt monster memory?
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Old March 9, 2010, 06:31   #9
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@buzzkill:
Sweet!!!
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Old March 9, 2010, 07:34   #10
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Quote:
Originally Posted by buzzkill View Post
I imported my 1.03 character and his Rings of Feather Falling had transformed into Gold Rings. Upon ID I found that these rings had certain useful properties. Slays animals, evil, undead, demons, orcs, trolls, giants and dragons. Branded with acid, fire, lightning, cold and poison. Grants resistance to acid. Finally, a RoFF that's worthwhile, despite it's lack of FF. Sells for a whopping 856 GP.

I guess I'll just play this one out in 1.03. Have you made any changes that would change/corrupt monster memory?
Sorry, I really should have mentioned this as an issue.

It is NOT recommended to upgrade a living character to 1.1, because wacky stuff will happen to rings and amulets. Monster memory is fine.

I'm actually surprised that ring didn't give resistance to everything...
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