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Old April 1, 2012, 15:06   #1
Nick
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Competition 120

Competition 120 is now available from the competition page - it is an NPPAngband Hobbit Rogue with some interesting equipment.

Note that comp 119 still has a couple of days to go.
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Old April 1, 2012, 15:28   #2
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Just one other note: The shops are closed (mostly because on turn zero Rogo Baggins just killed everybody in town. They don't like him any more). But it isn't exactly ironman. Up-stairs work, and with the starting equipment you have it should only present minor difficulties.

This is intended to be a quicker game than usual. Getting to stat-gain might have a few rough spots, but after that it should be a pretty quick trip to the bottom.
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Old April 3, 2012, 22:25   #3
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OK, I'm officially irritated. It must have happened to five or six chars here now, so I figure it is not going to stop: I start up fine, dive down a few levels, quit to go do something else, and get an error on re-start: '156 Too many player spells.'

Any ideas?
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Old April 3, 2012, 23:03   #4
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Quote:
Originally Posted by ewan View Post
OK, I'm officially irritated. It must have happened to five or six chars here now, so I figure it is not going to stop: I start up fine, dive down a few levels, quit to go do something else, and get an error on re-start: '156 Too many player spells.'

Any ideas?
EDIT: My apologies you are having this difficulty. I am trying to re-create this, but with no luck.

What OS are you playing on? I don't have this issue in Linux or windows. I do have one player that self-compiles and plays on a mac has that difficulty when he saves on a level that has a player ghost on it. But he doesn't have that problem when he uses Nick's mac binary.
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Last edited by nppangband; April 3, 2012 at 23:25.
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Old April 4, 2012, 03:05   #5
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I'm a Mac guy; and yes, in fact, I think that player ghosts may be a commonality here also.

OK, easy enough to work around if needed - thanks already. Let me know if you want savefiles or anything.
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Old April 4, 2012, 04:01   #6
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For some reason I can't figure out, when there is a player ghost present in on a level when somebody is playing on the Mac SO, two extra bytes of data are written to the savefile (either that, or two bytes are not read when loading, I don't remember which) I know where in the load process it goes wrong, and I know how to rescue the savefile. When I re-do how player ghosts in NPP 060 the offending code will be wiped out.

I don't know if you compile yourself, but I can also show you the line of code to change once to allow the savefile to load properly. Or you can send me the broken savefile and I can fix it. The trick is when playing on a mac you can't quit playing when there is a player ghost on the level.

For the sake of the competition, I suppose you could also just delete the player ghost entries from monster.txt. They are fun but not essential to completing the game or the competition.
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Old April 4, 2012, 05:55   #7
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Having just died to one it would seem rather unjust to delete them - I'll just avoid stopping play when there's one around. If it happens at a late-game stage maybe I'll send you the file - thanks .

[No, no compiling for me - just running the .dmg]
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Old April 4, 2012, 16:24   #8
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Happy to report no further issues - thanks again.

One odd bug: I just found another Phial of Galadriel. Which makes me wonder whether I could find another One Ring?!?

EDIT: which probably means that the drop passed the 'artifact' check, right? Grr :-P.
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Old April 4, 2012, 17:11   #9
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Quote:
Originally Posted by ewan View Post
Happy to report no further issues - thanks again.

One odd bug: I just found another Phial of Galadriel. Which makes me wonder whether I could find another One Ring?!?
The Phial and One-ring were created via a quick hack in the source code to drop both at character birth, as well as giving the player a bunch of extra food and the rod of mass identify. I guess I forgot to mark the two artifacts as being created. So, yes, both the Phial and the One Ring can be generated again.

All - Remember, the One Ring in NPP also makes you immune to poison as well as acid/fire/cold/elec.

I am playing this comp as well. I just died at 700' to some hummerhorns and an ogre (lack of teleport) and was too confused to escape. I tried using WoR but it didn't save me in time. I had even found the first two mage spellbooks already. I guess the real challenge of the early game is finding sources for healing and teleport.

Has anyone tried activating the One-Ring? Most of the time it should cause alot of damage to creatures, but it could kill an early character as well. When I get home today I will post a quick spoiler on what it does.

In hindsight I wish I had given the player a rod of *identify* as well.

Quote:
Originally Posted by ewan View Post
EDIT: which probably means that the drop passed the 'artifact' check, right? Grr :-P.
NPP doesn't quite have an artifact check like the most recent Vanilla versions do. You probably didn't miss much. If it failed the rarity check for the Phial, it would have generated an normal object instead.

My grrr moment was when Wormtounge dropped a defender's sword. Pretty useless for a character that has the one-ring.
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Old April 5, 2012, 05:46   #10
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I have activated the One several times, without much thought until I finally noticed that the 'black aura' I found myself surrounded by several times was, indeed, bad! I had expected that anything such as that would have been in the *ID* :-( - O well, as far as I can tell (??) it just drained current stats, I hope not maximum?
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