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Old April 9, 2011, 22:32   #1
Magnate
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New nightly

Hi all,

As trailed deep in a thread where it was completely OT, I have merged the last month's worth of changes to master, so there will be a new (and very mis-named) nightly build in a few hours.

There are not many gameplay changes, but a lot of internal refactoring, specifically of object flags and monster spells. If you notice any new bugs when playing this new nightly, please report them in this thread first. I apologise in advance if I have failed to find some obvious, embarrassing, show-stopping bug - I will endeavour to fix any of those ASAP.

There are three bugfixes in this new version: the oddness with fractional blows with earthquake weapons; the F5/F6 duplication, and the ID-by-use of wands of Dragon's Breath. Also, the cold brand on Paurnimmen has been reduced to x2 instead of x3.

Many thanks.
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Old April 9, 2011, 23:35   #2
jens
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Yes! New nightly up at:
http://rephial.org/nightlies/

Thanks Magnate :-)
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Old April 10, 2011, 01:07   #3
jens
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A quick initial report on todays Nightly.
I started a High-Elf Mage, and had progressed a few levels down when I discovered...

Level Feelings:
- No need to stay 1000 turns on previous level, you get the feeling anyway.

Unconnected part of dungeon:
Some time later I happened to read a scroll of Deep Descent. I ended up in what seems to be a normal dungeon level, except I am trapped. I have detected for doors, there are none, I have detected treasure outside my area, so I know there is more.

Next step: trying to trip the trap next to me (strange rune), hopefully a teleport trap :-)
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Old April 10, 2011, 01:44   #4
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The game doesn't guarantee that the dungeon is connected, though up until recently it almost always was. The new circular rooms give it a lot of trouble though. I routinely see circular rooms with no corridors leading to them.
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Old April 10, 2011, 01:54   #5
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Found a gas trap that can't be disarmed, ^P will show how many attempts have been made. Pity really as I need the down stairs just past it.

See attached.
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Old April 10, 2011, 01:57   #6
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Quote:
Originally Posted by Derakon View Post
The game doesn't guarantee that the dungeon is connected, though up until recently it almost always was. The new circular rooms give it a lot of trouble though. I routinely see circular rooms with no corridors leading to them.
I've encountered the down stairs dropping me into and octagonal room in which there is no doors out of it, and without magic mapping, or a weapon capable of digging through granite, there's no way out. So it's back up the stairs, and back down again. Kinda pointless really.
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Old April 10, 2011, 02:42   #7
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Quote:
Originally Posted by geoff_tewierik View Post
Found a gas trap that can't be disarmed, ^P will show how many attempts have been made. Pity really as I need the down stairs just past it.
Imadork. Blind = can't disable traps. noob.
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Old April 10, 2011, 03:42   #8
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Quote:
Originally Posted by Derakon View Post
The game doesn't guarantee that the dungeon is connected, though up until recently it almost always was. The new circular rooms give it a lot of trouble though. I routinely see circular rooms with no corridors leading to them.
Well, since I have never encountered unconnected dungeons before, except if there is a vault, I am certain that this is a change since 3.2. Probably due to changes in dungeon generation ;-) Need to get it back to almost always connected is all I'm saying :-)
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Old April 10, 2011, 03:49   #9
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Some thoughts while playing the Nighlty angband-r7dda40ccdd, on Windows 7. Well these are not really concerning a difference from the previous nightly, but they are still concerns about it :-)


Creating a character
- Sex, Neuter: What is the reasoning for this? Which of the races are not split in only male/female?
- Race/Class Extra information: Wow, great!
- Mage: could you add information about gloves and heavy armor reducing SP?
- XP mod, race/class: Example: half-elf mage, xp mod is +10% for race, and +30% for class, but the information given is 110% for race, and 30% for class. Same terminology in both cases, but different type of information. Probably a leftover from long ago when the terminology was different between race and class... Need to give the same information if you call it the same thing, or it will confuse new players. Least confusing to me would be: XP mod: +10% (the + is important since we are adding percentages, not multiplying)


Interacting with keymaps
- Still called 'Interacting with macros'
- There is now a new prompt 'Press any key to continue.' which needs to be cleared after each interaction, feels unnecessary.


Visuals
- The yellow floor from torch light is much harder to distinguish.
- The green floor at the edge of DTrap is much harder to distinguish.


Dungeon levels have fewer rooms -> fewer empty spaces -> items and monsters are more crowded.
- I'm guessing the generation code is in some experimental phase? Anyone knowledgeable want to expand on this?


Mage spell books
- Any special reason for changing the order of spells? I much prefer to see them in order of level required...


Multiple pvals
- When displaying them <+1, +3>, remove the space <+1,+3>, it is not needed and gets too long.


It blinks away.
- Guess it's nothing new... but still feels strange that I would notice something invisible casting blink...


Commands
- CTRL-E command (switch view of inventory to equipment), doesn't work in shops (it doesn't work in 3.2 either, but I remember that it worked in some previous version)


Options
- when setting options, let t toggle between y and n. I believe it did long ago... And it does work in 'Subwindow display settings', so it is user-friendly to allow same command to work :-)


/Jens
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Old April 10, 2011, 05:02   #10
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Quote:
Originally Posted by jens View Post
Multiple pvals
- When displaying them <+1, +3>, remove the space <+1,+3>, it is not needed and gets too long.
Personally I disagree. Do you have an example of a situation in which the extra space is reducing legibility? It's only one space after all, and I'd rather see Angband use punctuation properly than not.

Quote:
It blinks away.
- Guess it's nothing new... but still feels strange that I would notice something invisible casting blink...
Actually, messages for when monsters take actions when you can't see them have gotten a lot more vague. Blink and teleport are presumably still in since they provide very important tactical information, but you're reduced to "strange sounds" and "grunts of effort" and the like for other spells/special abilities.
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