Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Variants

Reply
 
Thread Tools Display Modes
Old June 7, 2014, 02:24   #101
HugoVirtuoso
Veteran
 
HugoVirtuoso's Avatar
 
Join Date: Jan 2012
Location: Linux
Age: 38
Posts: 1,186
HugoVirtuoso is on a distinguished road
Quote:
Originally Posted by debo View Post
Fun fact: If you reforge an artefact onto a poison needle, you get nothing back!
And doing this causes the "<nothing> taking up space" bug to occur also. Workaround: reload savefile.
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA

If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other
HugoVirtuoso is offline   Reply With Quote
Old June 7, 2014, 03:01   #102
Fnord
Apprentice
 
Join Date: May 2014
Posts: 92
Fnord is on a distinguished road
I'm currently still playing 3.1.4, but I've read notes since then and not mentioned this being fixed.

Pretty certain this is a bug, and I think it's related to escorts and/or summons (not sure if they're related code-wise).

I've seen this before with Kronos, but right now I'm seeing it with a bunch of Inertia Hounds. They don't move at all. They're active, and if I step into LOS, they breath at me, but no matter what I do, they don't move at all. They were summoned by Charcharoth (I think - possibly also Cerberus).

I saved and copied that if you'd like to have a look - not sure how I can send you a file here.

With Kronos, it was the same - him and his escort were refusing to move at all. If I stepped into LOS, they threw rocks etc, but they weren't chasing me no matter what I did. I made sure to wake them up, I shot stuff at them, but no matter.
Fnord is offline   Reply With Quote
Old June 7, 2014, 04:30   #103
HugoVirtuoso
Veteran
 
HugoVirtuoso's Avatar
 
Join Date: Jan 2012
Location: Linux
Age: 38
Posts: 1,186
HugoVirtuoso is on a distinguished road
Quote:
Originally Posted by Fnord View Post
I'm currently still playing 3.1.4, but I've read notes since then and not mentioned this being fixed.

Pretty certain this is a bug, and I think it's related to escorts and/or summons (not sure if they're related code-wise).

I've seen this before with Kronos, but right now I'm seeing it with a bunch of Inertia Hounds. They don't move at all. They're active, and if I step into LOS, they breath at me, but no matter what I do, they don't move at all. They were summoned by Charcharoth (I think - possibly also Cerberus).

I saved and copied that if you'd like to have a look - not sure how I can send you a file here.

With Kronos, it was the same - him and his escort were refusing to move at all. If I stepped into LOS, they threw rocks etc, but they weren't chasing me no matter what I did. I made sure to wake them up, I shot stuff at them, but no matter.
I doubt this is a bug and I think this is working as intended.

This is actually how the monster pack Al works in PosChengband sometimes. Some types of monster groups DON'T ALWAYS chase you once they see you. Instead, they (Hounds and probably Giants in particular) just stay here and then blast you the second you appear in the pack's LOS. Depending on "what's in the monster pack's minds" they might start chasing you once you kill off some of the monsters in that group. Yes, that will **HURT** to get pummeled by 10 giants at once. Just imagine if 10 Great Wyrms were doing that simultaneously............
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA

If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other

Last edited by HugoVirtuoso; June 7, 2014 at 04:42.
HugoVirtuoso is offline   Reply With Quote
Old June 7, 2014, 05:40   #104
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,389
debo is on a distinguished road
This is one of my most agonizingly favorite things of poscheng
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old June 7, 2014, 06:14   #105
HugoVirtuoso
Veteran
 
HugoVirtuoso's Avatar
 
Join Date: Jan 2012
Location: Linux
Age: 38
Posts: 1,186
HugoVirtuoso is on a distinguished road
Quote:
Originally Posted by debo View Post
This is one of my most agonizingly favorite things of poscheng
In my opinion, PosChengband has the most interesting monster Al I have EVER seen. I have not seen many variants with such monsters that find you from miles away, mass summon to flush out players hiding in walls, breath disintegration to reveal hide-away players without hesitation, ambush and flank players, try to double-triple-quadruple move players, and so on. Having monster packs waiting inside a room to do the let's-instakill-the-player-by-ambush... is genius (I do intend to mean this in a GOOD way.). Don't get me wrong. Sil has an intuitive monster Al. But, PosChengand's monster Al brutality is seriously on another level, which is a grandmaster's work on how monsters should really behave.

I once had a peek-a-boo Scylla that flanked and killed one of my Merle's from Comp 153!

By the way, I'm actually VERY favorable of how this monster Al works. It prevents boredom, reinforces players to make different decisions, think differently, and most definitely gives PosChengband its unique touch and its very high replayability.

My two cents.
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA

If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other

Last edited by HugoVirtuoso; June 7, 2014 at 06:33.
HugoVirtuoso is offline   Reply With Quote
Old June 7, 2014, 06:19   #106
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,389
debo is on a distinguished road
I still think Sil has the advantage here, but among "traditional" variants poscheng is the best I've found. In general, given how massive and weird the setting and rules are, I'm constantly amazed at how consistently fun this variant is. I haven't been this badly addicted to anything (except sil) in a long while.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old June 7, 2014, 14:21   #107
chris
PosChengband Maintainer
 
Join Date: Jan 2008
Posts: 702
chris is on a distinguished road
So, more evilness then?
chris is offline   Reply With Quote
Old June 7, 2014, 20:24   #108
chris
PosChengband Maintainer
 
Join Date: Jan 2008
Posts: 702
chris is on a distinguished road
Version 3.3.2 is now available. This release is mostly a bug fix and rebalance release:

* Removed infinite experience exploit with player resting.
* Hounds now spawn in the wilderness.
* Spiders get a better paralysis attack: Paralysis is no longer sleep.
* Fixed (nothing) object bug in wilderness.
* Rebalanced the Blood-Mage. They can no longer choose the Life realm and other healing spells are either illegible (Herbal Healing) or don't work to restore hp. There may be one or two weak exceptions, though. Also, they now have to deal with armor and glove encumbrance issues just like all other mages, but the effects manifest thru higher fail rates rather than decreased spell points.
* The Town weapon shop is kinder about stocking archery supplies.
* Town stocking of certain essentials (Food, Light, Diggers, Recall) is also kinder, but not 100% guaranteed.
* Finding food and recall in the dungeon is also easier. In fact, the ironman_shops option should now be playable as it enables the player home.
* More Possessor/Mimic forms can benefit from Economical Mana (e.g. wizardstaves).

As usual source and a diff are available.
chris is offline   Reply With Quote
Old June 8, 2014, 03:57   #109
HugoVirtuoso
Veteran
 
HugoVirtuoso's Avatar
 
Join Date: Jan 2012
Location: Linux
Age: 38
Posts: 1,186
HugoVirtuoso is on a distinguished road
The new item generation in 3.3.2 is interesting. I see *a lot more* of the early-game game essentials, like which is great for dungeon exploration incentives. But, this is counter-balanced by lesser stacks or just single non-stack generations of deeper items. While this new change makes sense, I actually liked the old stack generation more, where you see stacks of Teleport Level Scrolls and so on.
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA

If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other
HugoVirtuoso is offline   Reply With Quote
Old June 8, 2014, 04:14   #110
poschengbandplayer
Apprentice
 
Join Date: Apr 2014
Posts: 57
poschengbandplayer is on a distinguished road
you didn't implement my other suggestions :-(.
anyway,i'd suggest you to take a look at the magic eater for the next class being rebalanced.it's fairly easy to get 99 castable fire bolts in under 1 hour.
poschengbandplayer is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[Announce] Poschengband 3.1.0 Released chris Variants 182 November 22, 2014 23:23
[Announce] PosChengband 1.0.0 chris Variants 411 October 19, 2014 09:22
[Announce] Poschengband 3.2.0 Released chris Variants 76 May 19, 2014 22:56
[Announce] Poschengband 3.0.0 Released chris Variants 189 March 25, 2014 12:00
[Announce] Poschengband 2.0.0 Released chris Variants 117 October 12, 2013 21:08


All times are GMT +1. The time now is 10:26.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.