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Old March 29, 2013, 18:48   #31
HallucinationMushroom
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Ah, thanks. Yep, I've got it going then. It's been too long since I've played V.
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Old March 29, 2013, 19:43   #32
SaThaRiel
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Oh man, i compiled it with --with-no-install. Sadly it still uses the standard angband save folder ($HOME/.angband/Angband/save). Anyway to avoid that?
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Old March 29, 2013, 21:55   #33
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Quote:
Originally Posted by SaThaRiel View Post
Oh man, i compiled it with --with-no-install. Sadly it still uses the standard angband save folder ($HOME/.angband/Angband/save). Anyway to avoid that?
I'm afraid that's an unfixed bug. We do at least have a ticket for it ;-)
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Old March 31, 2013, 17:58   #34
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More permament hosting location for the .zip file is now here (initial post edited appropriately)

http://plastic-idolatry.com/fizzix/tweak_upload.zip
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Old March 31, 2013, 21:07   #35
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I found the Boots of Radagast.
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Old April 1, 2013, 07:56   #36
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I'm playing a character. Haven't played V for a while, and it feels quite refreshing to do so. Entered the dungeon without book, because I forgot to buy one, but I quickly found one in a library room and have gotten the next couple of books too. Haven't felt like I've needed to recall yet which feels fantastic, currently on D:23 and I'm still doing very well on consumables etc, only thing I might want to go back for is more stone to mud (if shops even have it, don't remember).

I've been leaving notes on unique drops, seems like long notes get cut off at the end.
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Old April 1, 2013, 12:33   #37
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Considering the last few games it looks like my first one was just very lucky. Over all, it makes the impression of a good balance, compared to vanilla. You can find all the stuff you need, the new rooms are a nice addition both for support and for change.
I often get the low level artifacts like the daggers or some of the early weapons. Other than that, artifacts aren't that more common than in vanilla, just a bit earlier, as they should be. Also, I found more armor of elvenkind than aritifacts, which is also good in my book.
In my last game I am experiencing a bit of an overabundance of weapons of Gondolin, but that may be also just a coincidence.
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Old April 1, 2013, 15:01   #38
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So, up until level 70, gondolin, westernesse, defenders, holy avengers and extra attacks should all be equally common. Below level 60, branded weapons cannot be generated.* Below level 70, no more westernesse weapons can be generated (slays for orcs, trolls and giants just aren't useful anymore). Below level 80, no defender weapons can be generated. This does mean that gondolin weapons are considerably more likely than before. These were all my first guesses for how all these things should work with some stat runs and limited play throughs as the only checks. In the past there was no attempt to grade ego items by level. Suggestions for modifications are greatly appreciated.

You should be finding a lot more plain "magical" weapons deep than in the past, where such items were all forced to egos. So your chance of finding a god-tier ego are roughly the same as before, although hard to quantify as with any other rare event. Squelch is nominally better, but I'm not capable of writing the improved squelch system that we need.

* This means that the item level is below 60. So if you kill an Ancient dragon (~level 40) on level 70, it would be generating an item at depth level 55, which could be branded.
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Old April 2, 2013, 00:50   #39
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Hi, I did the following:

1) copied my angband v3.3.0 folder
2) extracted the contents of tweak_upload (angband.exe, the edit directory) to it

And when I run it I get the following error:

Parse error in object_base line 17 column 2 : invalid flag

Line 17 is the third line here:
Code:
N:shot:Shot~
B:25
F:SHOW_DICE |
What do I do to solve this?
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Old April 2, 2013, 01:49   #40
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Quote:
Originally Posted by Patashu View Post
Hi, I did the following:

1) copied my angband v3.3.0 folder
Have you tried copying it over v3.4.1, the latest release, instead? I have a feeling that might work a lot better.
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