Go Back   Angband Forums > Obsolete > v4

Thread Tools Display Modes
Old January 17, 2012, 03:54   #1
Old Coach
Join Date: Feb 2009
Posts: 61
Old Coach is on a distinguished road
RandART Creation Success Rate

I have been trying to play a Ranger with Randomized artifacts and ironman stairs. This is the first time I have tried playing any Anband game or variant with randomized artifacts. My game locks up most of the time when trying to start a new game with rand arts. I would guess that I have to create a character about 10 times before I get a game that "sticks". Is this normal, or is it an artifact (sorry) of my machine?

Also, if I have Firefox open in the background with flash player running I cannot open Shockbolts sweet tiles. No big deal, just thought I would point it out.
Old Coach is offline  
Old January 17, 2012, 05:31   #2
Derakon's Avatar
Join Date: Dec 2009
Posts: 9,024
Derakon is on a distinguished road
How long are you waiting? Randarts can take awhile to generate, but I've never seen generation actually hang before; that'd definitely be a bug.
Derakon is offline  
Old January 17, 2012, 10:12   #3
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
Originally Posted by Derakon View Post
How long are you waiting? Randarts can take awhile to generate, but I've never seen generation actually hang before; that'd definitely be a bug.
It won't hang, but it will time out with MAX_TRIES for every item, because the generation algorithm can't yet cope with finesse and prowess being 10x the old to-hit and to-dam numbers. Unfortunately I switched off the error messages (due to popular demand!), so you won't see the messages when it hits MAX_TRIES.

The bottom line is, please don't try to play the current version of v4 with randarts. If you really want randarts, go back to a version before the combat changes were introduced (I'd suggest e32f0d2 would be about right).

I am more than halfway to fixing this. We now have a calc_damage() function which will return the damage dealt by a particular object, which will take an aspect argument (RANDOMISE for actual combat, AVERAGE for things like info displays or power calculations). There are a couple of things to iron out (like calculating the AVERAGE value of critical hits, and switching missile combat over to use the prowess multiplier), but once they're done it's just a matter of making object_power() call this function correctly, and adjusting the +fin/prow caps in randart generation. After that it will Just Work, I think.
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline  

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
Spell Failure Rate Question Camcolit Vanilla 17 April 14, 2011 05:53
Success of pure casters? Chud Vanilla 14 April 9, 2011 16:27
autoinscribe at item creation PowerDiver Vanilla 14 November 2, 2010 19:11
reduce artifact drop rate fizzix Vanilla 90 October 13, 2010 15:41
Artifact and object creation camlost Development 2 August 31, 2010 19:38

All times are GMT +1. The time now is 22:14.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.