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#41 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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@Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)
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#42 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,543
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Quote:
__________________
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#43 |
Swordsman
Join Date: May 2009
Posts: 271
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Currently monster flags OPEN_DOOR and BASH_DOOR do the same thing.
The code in mon_move line 868 onward does roughly: a) Choose whether to bash (50% chance) b) Abort if the monster can neither bash nor open c) Do whatever was determined in (a) It needs to do one of * only choose actions it is capable of or * abort if it cannot do the chosen action Although the mental image of a Great Wyrm hunched down at a door with a teeny tiny set of lockpicks in its claws is rather amusing... |
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#44 |
Apprentice
Join Date: Mar 2010
Location: UK
Posts: 62
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I don't know if this is an issue, or just a new behaviour.
Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it. That's was the 4.0.x behaviour when you detect a squelched object, so it seems correct. But sometimes you see an object directly, but it disappears when you move on to it. Example: enter a room and see some armour on the floor. Move on to it, only to find there's no message and the armour has gone. Is this another type of squelch behaviour? I don't recall it in 4.0.x. I'm running 4.1.0 on Windows.
__________________
Playing roguelikes on and off since 1984. rogue, hack, moria, nethack, angband & zangband. |
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#45 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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Just died to an out-of-depth nexus vortex and I have no idea how. It breathed 3x in a row, where I got no moves in between. Messages were
"Nexus breathes nexus You resist the affects" Somehow I lost turns to its breaths, which I had no idea was possible. |
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#46 |
Prophet
Join Date: Dec 2009
Posts: 8,203
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Could it have scrambled your stats, causing your STR to be low, reducing your speed (due to burden), and thus allowing it to get a second breath off? That doesn't explain three breaths in a row, though...
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#47 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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What's the current breath attenuation scheme? (I want to know how soon I can kill mature dragons without resistances.)
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#48 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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Did soulkeeper used to have more resistances? The description makes it sound like it should have rNether (as well as rNexus and sustain CON, to be sure.) As it stands, its only attraction is heal_1000 every now and then, which is nice, but not enough to give up rConf.
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#49 |
Adept
Join Date: Nov 2008
Posts: 131
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It's impossible to read on lava squares adjacent only to walls and other lava squares; the game says you have no light to read by, even if you have a light source.
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The Complainer worries about the lack of activity here these days. |
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#50 |
Apprentice
Join Date: Mar 2010
Location: UK
Posts: 62
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I mentioned this a couple of days ago, but I'm posting again just in case it got missed.
Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it. I suspect these are objects I've squelched, and it was the same in 4.0. But sometimes you see an object directly, but it disappears when you move on to it. Example: Kill something that generates a drop. Move on to the dropped object, only to find there's no message and the object has gone. Is this another type of squelch behaviour? I think in 4.0, squelched objects in monster drops never appeared. I'm running 4.1.0 on Windows.
__________________
Playing roguelikes on and off since 1984. rogue, hack, moria, nethack, angband & zangband. |
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