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Old October 19, 2013, 23:52   #1
nppangband
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Final NPPMoria and NPPAngband 7.1.0 released

The final NPPAngband 7.1.0 and NPPMoria 7.1.0 have been released. This release fixes about a dozen bugs.

Souce Code:
http://download.nppangband.org/npp-7.1.0-src.zip

NPPAngband Windows Binary:
http://download.nppangband.org/nppangband-7.1.0-win.zip

NPPAngband Moria Binary:
http://download.nppangband.org/nppmoria-7.1.0-win.zip

The complete changelist is:

(Moria) Use words to show the players speed ("fast", "slow") rather than numbers (+1, -1)
Misc code cleanup found by "Runningaway".
Bugfix (Moria): Composite bows were not working properly.
Bugfix: Fix swap weapons with the roguelike keyset
Bugfix(Moria): Fix height and weight rangess for all Moria races.
Bugfix(Moria): Fix shortened names for Orcs ad Orc Warriors
Bugfix(Moria): Rangers could not read or cast from the mage spellset.
Bugfix(Moria): Create food spell was broken.
Bugfix(Moria): Equipment activations for were not working.
Bugfix(Moria): Cloaks of protection had the resist shards flag (no shard attacks in Moria).
Bugfix(Moria): Elves resisted light and half-orcs resisted darkness (neither attack exists in Moria)
Bugfix(Moria): 10 Monsters who should have had the "teleport player to monster" spell had the "teleport monster to player" spell.
Bugfix: The spit acid attack and last attack description was occasionally mixed up (found by "Runningaway")
Bugfix: Several defective break statements allowed the monsters to learning about player resisistance to sound and chaos a little too quickly.
Bugfix(Moria): The themes themed chests were not being calcualted correctly (found by "Runningaway").
Bugfix: Uniques marked for a guild quest could still be placed outside of the quest level, potentially causing game crashes.
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Source code repository:
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Old January 6, 2014, 12:21   #2
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Cannot compile NPPAngband 7.1.0 on Linux Ubuntu 12.04

Dear developers and players of NPPAngband,

As a nethack, then cataclysm-dda player; I would now like to try out NPPAngband. Unfortunately, I cannot get it to compile on Ubuntu 12.04. I tried both the 7.1.0 sources and github's work-in-progress sources. I followed the instructions on http://forum.nppangband.org/viewtopic.php?pid=4724 i.e.:
  1. ./autogen.sh
  2. ./configure --with-no-install --enable-sdl
  3. make
  4. make install

make starts fine, it compiles a bunch of .c files, then outputs "LINK nppangband" and then fails with:

Code:
Makefile:5: *** Missing separator . Stop.
I don't know which one of the many Makefiles it's speaking about. I looked at all of them, but did not find anything suspicious. And make -d doesn't help.
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Old January 29, 2014, 04:59   #3
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I'm playing this now (via the OSX port), and have noticed a few issues:

1) I encountered a player ghost on a level. Well, I say "encountered", but it was shouting taunts at me long before either of us actually saw the other. It looks like whatever code handles taunting doesn't check to see if the ghost is in LOS?

2) If you dedicate a term window to showing monster memory, the memory is sometimes shown on a single line that extends off the end of the term, instead of flowing into a paragraph as you'd expect. So basically all you can see is your kill count and the first few words of the description. And then sometimes it works properly, and I'm afraid I don't know what fixes it.

3) If you squelch items that have pseudo'd as {average}, then you will be prompted to autosquelch {unknown} items. And you can't then read a scroll of Identify on the item as it's marked as identified...in short, it appears to be impossible to set proper quality-squelch from the "squelch an item" menu.

4) Dunno if this is intentional or not, but a no-selling game is vastly disadvantaged compared to a selling game at least in the early game, as there are tons of ego weapons available that would sell for thousands of AU. My level-22 character has a whopping 3200 gold, i.e. less than what a single ego weapon would sell for at the weaponsmith.

5) Sleep Monster is useless. Honestly don't expect this to change anytime soon or at all, but I slept an Ice Ogre and it awakened on the next turn, despite my Superb stealth (kobold brigand).

6) Quests for group monsters (c.f. Ice Ogres) spawn way more of that monster type than you are required to kill. I seem to recall this being true in prior versions as well...maybe you don't think it's a problem.

7) On the subject of Ice Ogres, making them super-vigilant is kiiiind of a dick move, since they're also durable and have stunning/freezing melee. Maybe I'm just annoyed because I got a quest for them at frickin' 450'. On that note, it would be helpful on the quest screen to have an indication of the "native depth" used when determining what kind of monster will be selected for the quest. E.g. if I'd known that selecting a "Guardian Quest" would get me a monster native to 1100', I might have done something else...

8) When selecting an item (e.g. choosing which scroll to read), the dark blue color used to indicate the currently-highlighted item is very hard to read against the black background.

Okay, I think that's enough for now.
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Old January 29, 2014, 07:15   #4
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Quote:
Originally Posted by Derakon View Post
1) I encountered a player ghost on a level. Well, I say "encountered", but it was shouting taunts at me long before either of us actually saw the other. It looks like whatever code handles taunting doesn't check to see if the ghost is in LOS?
I assume this is deliberate, as it is in O and FA - the ghost will challenge as soon as it spawns (usually on level generation). This is to give the player a fighting chance of either deciding they can take on the ghost (you may or may not have noticed that it comes with full monster memory) or leaving the level. In return, it has full knowledge of the player's weaknesses, and is usually fast and deadly.
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Old January 29, 2014, 18:02   #5
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Ah, okay. The ghost in this case was a petty thief and not especially dangerous. In any event, getting taunts every ~10 turns seems a bit excessive. Maybe just the one message when you enter the level? Or even tweak the frequency depending on how far away the ghost is?
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Old January 30, 2014, 01:18   #6
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Quote:
Originally Posted by Derakon View Post
Ah, okay. The ghost in this case was a petty thief and not especially dangerous. In any event, getting taunts every ~10 turns seems a bit excessive. Maybe just the one message when you enter the level? Or even tweak the frequency depending on how far away the ghost is?

I meant to have it talk only occasionally, as a reminder that the ghost is still there. But I messed up the math or committed a type and they "talk" infinitely more frequently than I intended.

I fixed this in a commit after the final release of 7.1.
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Source code repository:
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Old January 30, 2014, 01:38   #7
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Quote:
Originally Posted by Derakon View Post

2) If you dedicate a term window to showing monster memory, the memory is sometimes shown on a single line that extends off the end of the term, instead of flowing into a paragraph as you'd expect. So basically all you can see is your kill count and the first few words of the description. And then sometimes it works properly, and I'm afraid I don't know what fixes it.

3) If you squelch items that have pseudo'd as {average}, then you will be prompted to autosquelch {unknown} items. And you can't then read a scroll of Identify on the item as it's marked as identified...in short, it appears to be impossible to set proper quality-squelch from the "squelch an item" menu.

8) When selecting an item (e.g. choosing which scroll to read), the dark blue color used to indicate the currently-highlighted item is very hard to read against the black background.
All of these will go away with the {shameless plug} QT port I am working on.

Quote:
Originally Posted by Derakon View Post
4) Dunno if this is intentional or not, but a no-selling game is vastly disadvantaged compared to a selling game at least in the early game, as there are tons of ego weapons available that would sell for thousands of AU. My level-22 character has a whopping 3200 gold, i.e. less than what a single ego weapon would sell for at the weaponsmith.
Definitely not intentional. But clearing out things like creeping coin pits or orc pits can yield an amazing amount of gold in the early part of the game.

Quote:
Originally Posted by Derakon View Post
5) Sleep Monster is useless. Honestly don't expect this to change anytime soon or at all, but I slept an Ice Ogre and it awakened on the next turn, despite my Superb stealth (kobold brigand).
I keep tweaking this, but I definitely don't have the right balance yet. I should say, it only works on healthy monsters. A monster that is healing automatically wakes up.

Quote:
Originally Posted by Derakon View Post
6) Quests for group monsters (c.f. Ice Ogres) spawn way more of that monster type than you are required to kill. I seem to recall this being true in prior versions as well...maybe you don't think it's a problem.

7) On the subject of Ice Ogres, making them super-vigilant is kiiiind of a dick move, since they're also durable and have stunning/freezing melee. Maybe I'm just annoyed because I got a quest for them at frickin' 450'. On that note, it would be helpful on the quest screen to have an indication of the "native depth" used when determining what kind of monster will be selected for the quest. E.g. if I'd known that selecting a "Guardian Quest" would get me a monster native to 1100', I might have done something else...
Agreed. That is an unfortunate quest. The way guardian quests are intended to work is the player should have difficulty completing it without having to leave the level and get more supplies. Early in the game, you will probably level up for every ice ogre you kill, and they will get infinitely easier. But the fact that they are group monsters make it extremely tough, and a little unfair. Maybe I will exclude group monsters from guardian quests. On the bright side, once you finish the quest, you will be an extremely high level for your depth, and could easily complete extremely difficult quests for that depth. That is one of the easiest ways to win in NPP. Sometimes players have a character with a winning kit before they even hit 250'.

Thanks for the feedback.
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Old January 30, 2014, 03:30   #8
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Quote:
Originally Posted by nppangband View Post
That is one of the easiest ways to win in NPP. Sometimes players have a character with a winning kit before they even hit 250'.
How does that work? Each quest takes you deeper into the dungeon, so you could have only completed two quests by the time you finish 250'. Or did you mean 2500'? That I could believe; the quest rewards are vastly more powerful than anything you could realistically have found in-depth.

Glad to hear that my other complaints are slated to be fixed or at least looked at.
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Old January 30, 2014, 11:55   #9
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Quote:
Originally Posted by Derakon View Post
How does that work? Each quest takes you deeper into the dungeon, so you could have only completed two quests by the time you finish 250'. Or did you mean 2500'? That I could believe; the quest rewards are vastly more powerful than anything you could realistically have found in-depth.

Glad to hear that my other complaints are slated to be fixed or at least looked at.
I meant 2500'. I hate having to reply in a rush. Sorry about that.
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