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#41 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Bug:
I accidentally tripped a summoning trap. The game then gave me the following message: 'Effect not handled.' I did not notice anything not working, but the message should probably not be... |
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#42 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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No feedback from game (for staff of cure light).
I used a staff to identify it, nothing happened. I then check my inventory and see that the staff has {tried}, so I did do something. If I then try it again the game reports how many charges the staff has left. I'm not sure if this is new or old, but I like it when I get a message from the game when I do something... Suggestion: 1) Quick fix: give a message about charges also the first time you use a staff (wand). 2) Think about introducing a message for arbitrary uses (i.e. when no other feedback is given from the game about the results of the use, e.g. 'You use/activate/zap/aim the ...[, 8 charges remaining]') |
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#43 |
Swordsman
Join Date: May 2009
Posts: 294
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I got, IIRC, an excellent feeling early on, but that was a _Dispel Evil on level 2...
(My character history is filling up with transcribed reports along the lines of "48 orcs dissolve!" 8-) Edit: just found an artifact, on the ground, in an "unsure it will be worthwhile" maze. Surely, even with preserve on, an artifact should bump up the level feeling more than that? Last edited by kaypy; May 25, 2011 at 17:46. |
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#44 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Hang on, so level feelings are split out by item and monster now? Ick.
I mean, I'll need to play it a bit to see how it actually goes, but I can't see this doing anything beyond encouraging scumming... |
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#45 | |
Angband Devteam member
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Quote:
I didn't mean to remove the delay though, not sure how that happened. @kaypy: not necessarily. How good was it, how deep, and how far out-of-depth? /me goes off to check out summoning traps |
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#46 |
Angband Devteam member
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Got it - thanks. There was a "break" where there should have been a "return". Fixed for the next nightly.
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#47 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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It's great to see the work on level feelings
A.
__________________
Ironband - http://angband.oook.cz/ironband/ |
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#48 | |
Swordsman
Join Date: May 2009
Posts: 294
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Quote:
Power 287 according to the logs, found at l22 Code:
Artifact index is 109 the Glaive of Larnend (2d6) (+16,+31) [+9] <+2> Object is deemed known Object flags are: WIS CHR SPEED SLAY_ANIMAL SLAY_EVIL SLAY_ORC SLAY_TROLL KILL_DRAGON KILL_UNDEAD RES_LIGHT RES_CHAOS SEE_INVIS IGNORE_ACID IGNORE_ELEC IGNORE_FIRE IGNORE_COLD BLESSED HIDE_TYPE SHOW_MODS HATES_ACID HATES_FIRE SHOW_DICE Slay multiplier for: animalsx2 evil creaturesx2 orcsx3 trollsx3 dragonsx5 undeadx5 sv is: 11625033 and t_m_p is: 4977867 times 1000 is: 609 Adding power from to_dam, total is 77 Adding 17 power for dam dice After multiplying power for might, total is 94 Adjusted for slay power, total is 133 Adding power for to hit, total is 157 Adding power for to_ac of 9, total is 166 Adding power for WIS, total is 176 Adding power for CHR, total is 180 Adding power for SPEED, total is 220 Adding power for RES_LIGHT, total is 226 Adding power for RES_CHAOS, total is 246 Adding power for SEE_INVIS, total is 252 Adding power for IGNORE_ACID, total is 255 Adding power for IGNORE_ELEC, total is 256 Adding power for IGNORE_FIRE, total is 259 Adding power for IGNORE_COLD, total is 260 Adding power for BLESSED, total is 261 Adding power for pval total of 32, total is 261 Adding power for multiple normal slays, total is 271 Adding power for multiple x5 slays, total is 279 Adding power for multiple high resists, total is 287 Adding power for item activation, total is 287 FINAL POWER IS 287 |
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#49 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Level feelings are definitely too low, at least at low dlvls.
I dutifully stairscummed for a bit to get a feel for the feelings, got a variation of the three lowest on both, until after a while I got this at dlvl 12: You feel nervous about this place, and you have a very good feeling... The best I've seen, so I decided to explore. I met some OoD monsters and some OK stuff, and then I found a Greater Vault: Greater vault N:45:The Bank From Hell 31 OoD monsters - Knight Templar, Shardstorm, Master vampire, Mature white dragon, Young multihued dragon, etc. I did battle with the vault (but skipped the room with the real goodies) and found - Thengel, Battle axe of Venom, shield of Resist Cold, Cestus, leather of Restist Lightning, plus various enchanted objects. Including 3 savefiles (1, when I arrive at the level, 2 when I found the vault, 3 when I have cleared the vault) |
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#50 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Level feelings
If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.
Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest... Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20). Suggestion 2: Lower the number of feelings Previously we had 9 feelings (excluding special and stairscuming) Now we have 81 feelings (9 mon * 9 obj). I suggest we reduce that to 16 = 4 mon * 4 obj. Then the formulas only need to check if a level is: Below average, about average, above average, way above average. for both monster and object feelings, which would be easier to get right, and would be easier for players to distinguish. Suggestion 3: Another algorithm for feelings Run some stat collection, determine average power levels for each level (for both monsters and objects), including stdev. Hardcode two tables with these values (or have them in a text file), and then use the values at the given dlvl and the stdev to determine what the feelings should be. Problems: More work intitially. Would need to rerun the stat collection whenever major changes have been made, maybe every major release. Upside: Would work very well when in place. |
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