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Old March 16, 2022, 18:35   #51
backwardsEric
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Quote:
Originally Posted by animal_waves View Post
Maybe it's just the SDL Sound/Mixer that has been compiled without .mp3 support? I don't know how to check that easily without writing & compiling some code.
We can migrate this discussion on the git bug tracker if you prefer?
That's possible. SDL mixer is getting the mp3 support from libmad0 on Debian. Slackware's description of the libraries linked in by the SDL package doesn't seem to include a library that provides mp3 support. In any case, the cleanest solution to this would be in SDL mixer: Mix_LoadMUS() is the one that acquires the file descriptor and doesn't release it when some errors occur.

Also, if you want to switch back to the SDL2 front end, the most recent nightly build, https://github.com/angband/angband/r...4-7-g3097e3fd8 , fixes the problem with editing keymaps that you found.
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Old March 22, 2022, 11:53   #52
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So I am playing a half troll warrior and any item I want to activate takes an average of 3 tries. Has there been a global change to activation chance ?
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Old March 22, 2022, 12:06   #53
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Originally Posted by Estie View Post
So I am playing a half troll warrior and any item I want to activate takes an average of 3 tries. Has there been a global change to activation chance ?
But you can see the activation chance when you 'e' look at your inventory. Is it around 50 per cent? A half troll warrior is going to have pretty much the lowest activation success in Angband
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Old March 22, 2022, 12:18   #54
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Originally Posted by Estie View Post
So I am playing a half troll warrior and any item I want to activate takes an average of 3 tries. Has there been a global change to activation chance ?
Horrible activation chance for certain items was already in 4.2.3. version.

http://angband.oook.cz/forum/showthr...790#post154790
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Old March 22, 2022, 13:15   #55
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Well, its borderline unplayable. It feels like playing with server lag, only much worse.

Why was activation chance lowered ?
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Old March 22, 2022, 20:23   #56
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Originally Posted by Estie View Post
So I am playing a half troll warrior and any item I want to activate takes an average of 3 tries. Has there been a global change to activation chance ?
What is your @'s Intelligence? Starting out, Half Trolls are incredibly stupid. They suck at activating magic items for quite awhile until they get their intelligence up. To me, that seems appropriate.
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Old March 22, 2022, 20:40   #57
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Originally Posted by Estie View Post
Well, its borderline unplayable. It feels like playing with server lag, only much worse.

Why was activation chance lowered ?
Here is where the original discussion about it happened; subsequent complaints appear in multiple threads
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Old March 22, 2022, 21:02   #58
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It is 18/70. I remember that the other H-troll warrior I played had absurdly high int (18/*** starting in midgame) thanks to randart fickleness, which would explain why I didnt notice anything amiss.

Before the change, H-troll warrior already had the worst device skill and it was arguably the biggest detriment to that race/class combo. There is no need to further push that theme to the point where playing the it becomes frustrating.

I did read through some of the above linked threads about this topic; there are many posts about how to achieve it, but I didnt find anything speaking to the why of the matter.

Maybe I have missed it, but please someone tell me _why_ all this was started ? What was wrong with the existing parameters ?
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Old March 23, 2022, 10:24   #59
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Maybe I have missed it, but please someone tell me _why_ all this was started ? What was wrong with the existing parameters ?
Because the old formula had no way to make really bad device skill possible just by adjusting the data files. I also liked the shape of the curve from the new formula, which places most of the improvement in the middle game.

If people really hate the reduced device skill, it can be fixed by adjusting the data files now (probably by improving warrior device skill).
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Old March 23, 2022, 12:41   #60
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Lategame is mostly activating devices, especially for the warrior.
Now tele other is a case where time is of the essence; but most other actions are not: typically, you have time to use rods/staves of detection, restoration, speed.

For the latter, if you really insist on there being that bad device skill, it could be automated like digging; so the game retries without forcing the player to input action - react - input - react _all the time_. Or maybe activation has high chance of success, but takes more than 1 turn, more or less inversly proportional to the device skill. I dont really like these ideas, but something would have to happen.

The level 20 troll warrior finding an ood rod of restoration can have as low a chance to activate it as you like; but at high level, when eventually all the items become available, you give the player the choice to play suboptimally or go insane. This is exactly the same issue as digging, and in that case the devs had mercy.
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