Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old June 16, 2011, 09:57   #1
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Bug in current dev version (3.2.0-969-g022d04e)

Game doesn't remember quality squelch settings between games. Other squelch settings it does remember.
Timo Pietilš is offline   Reply With Quote
Old June 16, 2011, 10:36   #2
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by Timo Pietilš View Post
Game doesn't remember quality squelch settings between games. Other squelch settings it does remember.
Started new char for debug-reasons and it all quality squelch settings were "bad" as default, also apparently ring of Dog counts as bad even with relatively high bonuses to to_hit and to_dam (negative PVAL?).
Timo Pietilš is offline   Reply With Quote
Old June 16, 2011, 19:47   #3
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Timo Pietilš View Post
Started new char for debug-reasons and it all quality squelch settings were "bad" as default, also apparently ring of Dog counts as bad even with relatively high bonuses to to_hit and to_dam (negative PVAL?).
That's interesting - we really need a squelch level "mixed". Though I wonder if *all* =Dog are squelched, or whether it's looking at object_value (i.e. whether the value is above zero). Opened as #1472 anyway.

Your original post is already tracked as #1318.
Magnate is offline   Reply With Quote
Old June 17, 2011, 03:58   #4
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by Magnate View Post
That's interesting - we really need a squelch level "mixed". Though I wonder if *all* =Dog are squelched, or whether it's looking at object_value (i.e. whether the value is above zero). Opened as #1472 anyway.
rings of Dog always have -1 stealth, and some small AC -malus. This one had -6 IIRC, and to_hit and to_dam were +2 and +3 respectively. That's -7 negative values and +5 positive. If that is the case then AC is still overvalued compared to off-weapon to_dam and to_hit (-1 stealth isn't that bad).
Timo Pietilš is offline   Reply With Quote
Old June 18, 2011, 19:02   #5
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,712
PowerDiver is on a distinguished road
Quote:
Originally Posted by Timo Pietilš View Post
rings of Dog always have -1 stealth, and some small AC -malus. This one had -6 IIRC, and to_hit and to_dam were +2 and +3 respectively. That's -7 negative values and +5 positive. If that is the case then AC is still overvalued compared to off-weapon to_dam and to_hit (-1 stealth isn't that bad).
The old squelch bad code is a mess. When I release my current rewrite of identify and sensing stuff, the dog won't be squelched [assuming the dev team takes my code].

Amulets of inertia will count as bad. That's consistent with neg stat rings counting as bad despite having a sustain.

I think starting by squelching bad is a mistake. I think even the idea of bad is a mistake.
PowerDiver is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
June 10th dev version Magnate Development 7 June 16, 2011 12:50
Compile problems with current angband git version SaThaRiel Development 10 November 14, 2010 17:48
Most current version? ZenDragon Vanilla 8 January 20, 2010 11:34
ID-by-use in current dev version takkaria Vanilla 8 April 13, 2009 10:16
Fear Bug In Dev Version LordArcher Vanilla 2 November 30, 2008 20:04


All times are GMT +1. The time now is 16:25.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.