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Old Yesterday, 13:07   #581
Gwarl
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I'm compiling the lastest release now for a test run - can I request that the git contain a version file, as the makefile seems happier when it gets one?

Also, this build tells me I'm missing libpng12.dll, an error I haven't had before, using windows 10. Easily fixed but I thought I'd make a note.

Finally, the build didn't make save and score folders, and I had to add them manually to make it run, but to be fair this is probably due to using --with-no-install and building in minGW.

I should have been working on my datafile editor but irl has been busy lately and I would rather start this weekend just playing angband. I'll try and put some work in tomorrow.
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Old Yesterday, 23:50   #582
Nick
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Quote:
Originally Posted by Gwarl View Post
I'm compiling the lastest release now for a test run - can I request that the git contain a version file, as the makefile seems happier when it gets one?

Also, this build tells me I'm missing libpng12.dll, an error I haven't had before, using windows 10. Easily fixed but I thought I'd make a note.

Finally, the build didn't make save and score folders, and I had to add them manually to make it run, but to be fair this is probably due to using --with-no-install and building in minGW.
There is a version.sh in the scripts directory. Which makefile are you using? I use
Code:
MINGW=yes make -f Makefile.win
from src when building on MinGW if that helps. Also you can check the buildbot page (I assume you can see that) to see how the autobuilds work.
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Old Today, 00:47   #583
Sky
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again, same bug where an artifact can be generate several times.
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Old Today, 12:30   #584
Gwarl
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Quote:
Originally Posted by Nick View Post
There is a version.sh in the scripts directory. Which makefile are you using? I use
Code:
MINGW=yes make -f Makefile.win
from src when building on MinGW if that helps. Also you can check the buildbot page (I assume you can see that) to see how the autobuilds work.
Okay I see the script.

I just use ./autogen.sh && ./configure --with-options && make

Didn't realise there were makefiles for each platform! I don't really know how to use them though.

I don't know what the buildbot does, I assume it's something that might be helpful when I re-up the server for giving an option to play using the latest nightlies build.

In terms of gameplay though;

My gnome rogue died after I a) dropped my scrolls of satsify hunger after learning the spell b) quaff-ID'd salt water c) chain paralyzed by hunger before I could make it back to where I dropped my scrolls. So I never got telepathy and couldn't really see how the pathfinding was working. I feel like explosive breeders were a lot more of a pain but I'm not sure. I also feel like I've been getting high level devices earlier more often when playing the nightlies - in this case a staff of speed and a rod of drain life (!) by DL20.

I appreciate the efforts made toward rebalancing the status effects but there are still a lot of problems:

The usefulness of confuse monster is very slight, you might get one or two free moves before it wears off. This one has changed from 'don't bother it won't work' to 'don't bother it won't help'.

Reduced charges in the wands basically just translates to slightly higher carry weights and more combing (although I didn't really stop to comb and I built up sufficient charges simply by carrying more of the things). Additionally, there's been no corresponding reduction in max charges for staves - slow monster wand now has around 3 charges but the staff still has 5.

It's done nothing to change the fact that there's still a battle script for any tough encounter of slow+stun.

Like I said before, no-save status effects have drastic cascading effects on gameplay, they'll remain overpowered until they're nerfed to the point of uselessness (like confuse monster is at present) and any attempt to find a happy medium will just lead to tedium as you're forced to do more to get your slight advantage. Like lowering the number of charges in wands - finding fairly common wands isn't particularly dangerous or difficult (i.e. fun/challenging), simply making the player do it more often is just requiring more grind, not solving the issue of no-save status effects inevitably leading to a battle script which reduces the difficulty of tough encounters. You'd have to buff all the uniques by about half the amount status effects they aren't immune to nerf them by, and all that does is get you back where you started with more keystrokes.

I appreciate the willingness to try new things but in this case I really think the wisest course is to roll back the status effect changes and at least put them on ice until after 4.1, because all the other changes from 4.0.5 have been great and it would be a shame to see it undermined by breaking this mechanic so completely.
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