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 September 27, 2020, 20:52 #171 wobbly Veteran   Join Date: May 2012 Location: Adelaide, Australia Posts: 2,460 Some of those would take only minor modifications to be more tunnel friendly, how attached are people to those exact shapes, I see a bunch of them have (new) attached to them.
 October 1, 2020, 14:26 #172 Huqhox Adept     Join Date: Apr 2016 Age: 51 Posts: 139 I'm all for changing them if it's going to make the dungeon generation easier __________________ "This has not been a recording"
October 4, 2020, 05:45   #173
Nick
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Quote:
 Originally Posted by backwardsEric Code: `move_energy * (1 + abs(num_moves - 1) - (num_moves - 1)) / (1 + abs(num_moves - 1))` would reproduce the same values for positive values of num_moves and wouldn't blow up for num_moves <= 0. With more negative move speed modifiers, the energy per move would approach 2 * move_energy with that expression. Is that enough of a range to be interesting? Dropping the "1 +" when calculating state->num_moves from the extra move speed in player-calcs.c would simplify the above expression to Code: `move_energy * (1 + abs(num_moves) - num_moves) / (1 + abs(num_moves))`
Thanks, I'm going with this; I looked for a capping of energy and couldn't find it.
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 October 4, 2020, 17:43 #174 Pete Mack Prophet   Join Date: Apr 2007 Location: Seattle, WA Posts: 6,189 Donated: \$40 Annoyances in Paladin spells. 1. Heal 2000 is a waste. If you need more than 500HP (at 5he absolute outside) healed, you can't risk 5% fail. And 50MP is insanely expensive. 2. Clairvoyance kicks in ridiculously late. Why not add an ordinary mapping spell as well? Carrying around !rHeat, !rCold, -Detection, and a source of mapping is tedious, when compared to previous utility prayers. Losing a couple books makes up for some of it, but I never carried that many as a paladin anyway.
October 4, 2020, 23:23   #175
Nick
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Quote:
 Originally Posted by PowerWyrm Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn. To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn. Edit: this seems to work fine in PWMAngband after the change.
OK, after a lot of thinking and testing, I'm of the opinion that this is working as intended.

An effect with dice:1 lasts (approximately) until the player's next turn. There is some weirdness because a player turn (at normal speed) is 10 game turns, and the decrease happens randomly on one of those game turns. So it could be 1/10 of the way to the player's next turn, or 4/10, or 9/10 or whatever. So if you want an effect to last for the player's next turn, you do need to set the dice to 2 - and then it will run out after the player's next turn, but before the turn after that.
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 October 5, 2020, 14:06 #176 PowerWyrm Prophet     Join Date: Apr 2008 Posts: 2,846 A lot of potential memory leaks in the new levels since they use multiple chunks that are not freed when something bad happens (code just returns NULL without freeing all allocated chunks before). __________________ PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
 October 5, 2020, 21:17 #177 backwardsEric Adept   Join Date: Aug 2019 Posts: 136 For the hard centre levels, I'm seeing instances (3 out of 10000 levels of all kinds generated at 300' in one experiment) where the only down staircases are in the vault (since alloc_stairs() does not exclude vault squares). Should that be fixed?
October 5, 2020, 21:26   #178
Nick
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Quote:
 Originally Posted by backwardsEric For the hard centre levels, I'm seeing instances (3 out of 10000 levels of all kinds generated at 300' in one experiment) where the only down staircases are in the vault (since alloc_stairs() does not exclude vault squares). Should that be fixed?
I think that's acceptable. They don't occur until level 50, and there's always the option of going back upstairs or recalling. Not possible for ironman, of course, but that's meant to be a challenge mode
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October 6, 2020, 02:34   #179
Ingwe Ingweron
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Quote:
 Originally Posted by Nick I think that's acceptable. They don't occur until level 50, and there's always the option of going back upstairs or recalling. Not possible for ironman, of course, but that's meant to be a challenge mode
Umm, mine wasn't at level 50, it was at level 3. Edit: Nevermind. I thought thiswas talking about the disconnected room (two by one hall) bug. Clearly not the case.
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October 6, 2020, 03:19   #180
archolewa
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Quote:
 Originally Posted by Pete Mack Annoyances in Paladin spells. 1. Heal 2000 is a waste. If you need more than 500HP (at 5he absolute outside) healed, you can't risk 5% fail. And 50MP is insanely expensive.
I make heavy use of this spell. I use it aggressively, like say when you've lost only third of your HP (so you have a buffer in case it fails). Its not an emergency heal, but it does help ensure you rarely need emergency heals. Sure you don't have many castings, but in my experience paladins hit hard enough they don't need many castings.

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