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#81 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,758
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OK, new builds up on the nightlies page; these probably break savefiles.
The big change is a new randart generation algorithm, which is much more efficient (no more waiting forever for randart generation to finish). There are some significant changes, the biggest of which is that randarts are no longer "based on" standard artifacts; for the most part, though, the actual creation of individual new randarts is the same. Given that the chief relationship between the randart and the standart it was based on was the power - there was no influence on actual properties - I don't think this will cause any problems. Do please report any concerns with the new randarts as used; there is a lot of scope for adjustment of the new algorithm. There is not a fix for the crash on descending to DL100, as I could not replicate it. If this still seems to be occurring with the latest build, a savefile (and randart file if playing with randarts) would help.
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#82 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,851
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The last few games I played felt like artifactless games. Have you nerfed the randarts substantially or was I just very unlucky ?
I dont really feel like playing atm, after my 3rd character ended up wearing ego dragon mail, MoD of slay evil, "trickery and rings of damage and speed, I got very very bored. |
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#83 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
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There have been a succession of hacks to try to get the distribution right, which may have had the effect of nerfing. The latest build has removed all those hacks. I have tested a few sets of randarts with the new system, and they look reasonable to my eye, but I would like to have them tested by people with more experience.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#84 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,189
Donated: $40
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Nick--
Estie is probably correct, statistically. The trouble with randarts used to be that you'd get very powerful artifacts in slots that were not usually powerful. (This is independent of issues around off-weapon blows and brands, and crazy powerful bows.) However, the standard artifacts are carefully designed to mesh with each other--things like CON in the shield slot, and excellent damage+stats in the glove slot, CON in the amulet slot, because there are no alternate objects or ego items. If you randomize the benefits, but keep the nominal values the same, you will lose synergy without making up for the lost "holistic" power in some other way. So it's reasonable that randarts be somewhat more powerful than similar standarts. But making randarts of a different order of power than the corresponding standarts is potentially a bigger mistake. |
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#85 | |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 48
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Quote:
here u go. |
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#86 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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The first time I tried to start a new randart game in the latest build it crashed at generation. Second attempt there was no problem.
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#87 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
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Quote:
It seems the DL99->DL100 crashes are because of a memory bug, which I haven't been quite able to track down yet. I found another potential bug while experimenting, too.
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#88 |
Prophet
Join Date: Apr 2008
Posts: 2,846
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That is indeed a marvelous improvement.
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#89 | |
Prophet
Join Date: Apr 2008
Posts: 2,846
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Quote:
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#90 |
Swordsman
Join Date: May 2016
Posts: 330
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Nick, I got a crash from asan at obj-randart.c:2518:
Code:
while (strstr(art->name, "The One Ring") || kf_has(kind->kind_flags, KF_QUEST_ART)) { (*aidx)++; art = &a_info[*aidx]; art_level = art->level; if ((*aidx) >= z_info->a_max) { return; } } (come to think of it, why does obj-init.c do that? and why does it start assigning from a_max, leaving zeroed out struct at the beginning?) |
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