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Old January 12, 2020, 16:47   #31
Pete Mack
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Not android per se. The issue is that I am running in a *primitive* VM app with no browser, just basic command line. As far as I can tell, its files are not accessible from the main OS.
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Old January 12, 2020, 17:31   #32
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But I have somehow dumped several characters in 2014. I don't remember the details, but the device was rooted.
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Old January 15, 2020, 08:49   #33
DavidMedley
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Quote:
Originally Posted by AnonymousHero View Post
I forget... does vanilla have a (u)se item command rather than the absurd proliferation of individual commands for each device type + activation? It seems to me that you could do away with most of the keyboard just by doing a little unification on that front.
The (i)nventory command is very versatile. I'm always telling my kids to YOOse a staff or ZZZap a rod, but they just access everything through (i). I don't think they even use the (e)quipment command, just (i) and then right arrow.

I'm also pleased with the versatility though I often forget to use it. Like, I'll check just how much damage a rod will do then unnecessarily ESC out to (z)ap it. But whomever added those features - good job! I miss them when I play versions that don't have them.

Last edited by DavidMedley; January 15, 2020 at 08:55.
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Old January 15, 2020, 08:55   #34
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Originally Posted by Pete Mack View Post
I have 400K EXP from Mumak, Vrock, and Hezrou--roughly 1/3 of total experience at cl 35.
How do you know this?
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Old January 15, 2020, 15:03   #35
Pete Mack
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David-
Game keeps a list of the numbers of each monster species killed. You can see it thru the knowledge menu. Those monsters are each worth 2000-3000 EXP, depending on CL, so killing ~150 of them puts you at 400K+. In older variants, it is common to find 10 at a time, so that would be around 15 encounters.

Hunting down mumak in particular is a standard way to level up in a high speed dive. Wake them up one at a time and plink them. A single group will give you 30K+ exp for a low level character for no risk.

Last edited by Pete Mack; January 15, 2020 at 15:09.
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Old February 4, 2020, 22:05   #36
Diego Gonzalez
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Hi! I'm working in updating the android port of Angband. I have running 4.2.0 in my cellphone. I'm currently improving (I think) the keyboard.

Some screenshots.

The first one is a transparent keyboard borrowed from Sil-Android.

https://ibb.co/gvp138z

This one is when you press the "..." button. Some keys are made more transparent.

https://ibb.co/Yf5D38C

If you long-press that button you get a solid keyboard.

https://ibb.co/bvvP3p7

The Sym key gives you access to the F1-F12 keys, for macros.

https://ibb.co/0jjxhQM

I have to improve some things, like asking for permission to store files in the device... and figure out how to upload this thing in the playstore!

What a great job did Takkaria, Nick and many others to improve the architecture of the game...
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Old February 4, 2020, 22:22   #37
Pete Mack
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How does it do in portrait mode? My biggest complaint about the existing app is it wastes about 1/2 the screen with blank space. That said, this looks great.
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Old February 4, 2020, 22:30   #38
Diego Gonzalez
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I'm focusing in landscape mode, because in portrait the game view is very small or you have to scroll the window too much to see messages.

We can make a portrait keyboard, but to have a proper portrait mode we need more complex interactions between the C backend and the Java frontend...
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Old February 4, 2020, 22:41   #39
Pete Mack
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Yeah, the font is pretty small, but you can at least see a reasonable distance vertically. I am not sure what you need different in the front end than you already have. I play in landscape mode with the existing app pretty often.
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Old February 10, 2020, 16:00   #40
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Quote:
Originally Posted by Diego Gonzalez View Post
Hi! I'm working in updating the android port of Angband. I have running 4.2.0 in my cellphone. I'm currently improving (I think) the keyboard.
I'm glad to hear this! I bought a keyboard for my Android tablet hoping I'd be able to play on Angband Live, but it's just too much of a faff.
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