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#1 |
Scout
Join Date: Aug 2009
Posts: 26
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Two things I think are bugs in 3.1.2...
But since I know I'm not alone in this world, I believe it's better to ask
![]() 1. Whenever I drop something at home I receive corrupted messages like "You drop #$@ (d)." or "You drop (k).". If this is intended, please ignore ![]() ![]() 2. I spend 30 minutes in a level (let's say, 65). I recall back to town so I can empty my inventory, grab new prayer books, check the black market, pursue drunk people, you know. When I recall back, if I didn't spend enough time in town, I always get the "Looks like any other level." message. However, if I fool around for a bit, I get a proper feeling when I recall back. Should this be considered expected behaviour, even for the town? Thanks! ![]() Last edited by Sergio; August 10, 2009 at 18:06. |
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#2 | |
Knight
Join Date: Apr 2007
Posts: 590
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Quote:
Regardless of whether it is intended, this should be expected until it is intentionally changed.
__________________
Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg. Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.) Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011 |
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#3 |
Adept
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And it's been bugging me since 2.7.9 as well. Imagine how annoying it is for a character with +30 speed. I'm about to propose a fix for it. It's just a one liner but I haven't had a chance to test my patch.
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#4 |
Apprentice
Join Date: Jul 2007
Posts: 70
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Was it implemented to avoid level feeling scumming using WoR + scrolls? Maybe the town should just take less turns to reset that flag instead of wiping it out completely going town-> dungeon
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#5 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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Quote:
1. Level feelings are useful 2. You shouldn't be able to go up and down over and over again until getting a "special" or "superb" level. 3. Thus, if you leave a level before X turns pass, you don't get a new level feeling. Since the town is a level, leaving via WoR is the same as leaving a level via the stairs. So, if you stay in town more than X turns, you get another feeling, and otherwise you don't. |
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#6 |
RePosBand maintainer
Join Date: Sep 2008
Location: Seattle, WA, USA
Posts: 225
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I think the idea of making you wait X turns on a level before you can generate a feeling the next time you switch floors is that it introduces a little danger to stairscumming for exciting floors - in those X terms a monster might wake up and jump you. For any character who can afford to buy a bunch of WoR, there's absolutely no danger in waiting in town for X turns, or any number of turns, so there's no real reason to make them do so.
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,724
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Quote:
Of course, my preferred solution would be to remove level feelings entirely. That's a surefire method of stamping out the bugs! |
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#8 |
Adept
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There's no bug, the code is easy to understand and does exactly as expected. The problem is that it's an annoyance to have to force a character with speed items to wait around in the town for an excessive number of turns in order to get a level feeling when descending. Characters at normal speed use up enough turns just shopping, but at +20 you almost have to do an R1000 or more. I don't have a problem with players not knowing how long they have to explore a dungeon level before getting a feeling on the next - but the town should be different.
You can't really get rid of level feelings altogether as long as the game allows you to turn off preserve artifacts. That would force people playing that option to fully explore and ID each and every level. And power divers would have a much harder time playing their game if they had no clue which levels were more dangerous or had more valuables. NPP and, I believe, Z would wait some random number of turns after you entered each level before giving a feeling. This works fairly well except with small levels, where I would occasionally explore the entire level without getting a feeling. |
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#9 |
Prophet
Join Date: Mar 2008
Posts: 2,724
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#10 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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My position on this is that level feelings should either exist and be useful, or not exist (right now they are mostly useless IMO).
I think that stair scumming is its own punishment, and that there is no need to try to dissuade people from doing it by making level feelings more useless. |
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