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View Poll Results: What should I work on next?
Summoning (long, hard implementation) 7 17.07%
Polish- better UI, more races (fast and easy) 27 65.85%
King monsters and race artifacts 4 9.76%
The Adventurer's Guild 3 7.32%
Voters: 41. You may not vote on this poll

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Old January 16, 2011, 09:35   #111
AnonymousHero
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Current master crashes almost instantly for me. Here's the backtrace:

Code:
Program received signal SIGABRT, Aborted.
0x00007ffff70eeba5 in raise (sig=<value optimized out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
64      ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
        in ../nptl/sysdeps/unix/sysv/linux/raise.c
(gdb) bt
#0  0x00007ffff70eeba5 in raise (sig=<value optimized out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#1  0x00007ffff70f26b0 in abort () at abort.c:92
#2  0x00007ffff712843b in __libc_message (do_abort=<value optimized out>, fmt=<value optimized out>)
    at ../sysdeps/unix/sysv/linux/libc_fatal.c:189
#3  0x00007ffff71324b6 in malloc_printerr (action=3, str=0x7ffff7202e33 "free(): invalid pointer", 
    ptr=<value optimized out>) at malloc.c:6283
#4  0x0000000000465afa in parse_prefs_t (p=<value optimized out>) at prefs.c:1055
#5  0x0000000000463946 in parser_parse (p=0x863528, line=<value optimized out>) at parser.c:356
#6  0x0000000000466adb in process_pref_file (name=0x0, quiet=<value optimized out>) at prefs.c:1255
#7  0x0000000000466bcd in parse_prefs_load (p=0x8621f8) at prefs.c:513
#8  0x0000000000463946 in parser_parse (p=0x8621f8, line=<value optimized out>) at parser.c:356
#9  0x0000000000466adb in process_pref_file (name=0x0, quiet=<value optimized out>) at prefs.c:1255
#10 0x0000000000432575 in init_reposband () at init2.c:3821
#11 0x000000000041b3bb in play_game () at dungeon.c:1667
#12 0x000000000049bd79 in main (argc=2, argv=<value optimized out>) at main.c:464
(That was using "gcc -O0 -g" on a 64-bit Ubuntu 10.10. Since this is the first time I'm trying to get this running, I don't have any prefs files.)

I'm getting some compilation warnings, but nothing that seem too dangerous, but here they are just for completeness:
Code:
attack.c: In function ‘py_attack_real’:
attack.c:418: warning: assignment discards qualifiers from pointer target type
In file included from powers.c:18,
                 from cmd0.c:28:
powers_code.c: In function ‘use_power’:
powers_code.c:1849: warning: implicit declaration of function ‘summon_specific_pet’
In file included from powers.c:19,
                 from cmd0.c:28:
powers_info.c: In function ‘power_info’:
powers_info.c:520: warning: spurious trailing ‘%’ in format
powers_info.c:526: warning: spurious trailing ‘%’ in format
powers_info.c:532: warning: spurious trailing ‘%’ in format
cmd0.c: At top level:
powers_strings.h:4: warning: ‘r_info_pwr’ defined but not used
init2.c: In function ‘parse_p_p’:
init2.c:2691: warning: assignment discards qualifiers from pointer target type
object/obj-ui.c: In function ‘show_equip’:
object/obj-ui.c:269: warning: unused variable ‘in_term’
object/obj-util.c: In function ‘describe_use’:
object/obj-util.c:838: warning: ‘p’ may be used uninitialized in this function
xtra2.c: In function ‘check_experience’:
xtra2.c:133: warning: implicit declaration of function ‘show_file’
EDIT: I should also say: I've installed into a directory alongside the source directory, so I have two directories, "reposband" and "reposband-bin". During "configure" I only specified a --prefix option and a CFLAGS.
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Old January 16, 2011, 09:55   #112
Adley
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Quote:
Originally Posted by Nick View Post
Try 0.6.3, which is up on my RePos repository now - it gives an error if I run from the disk image folder, but it's fine if I copy the reposband app locally.
Sadly, same error code.
For the moment, i'm playin' on an emulator. First things first : are there any help files detailing monster evolution? also, the help files are for Reposband 0.5.3... (as in, name)
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Last edited by Adley; January 16, 2011 at 10:09.
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Old January 16, 2011, 10:08   #113
Nick
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Quote:
Originally Posted by Adley View Post
Sadly, same error code.
Weird - it runs for me with no dramas. If you have XCode installed, could you try compiling? It's just
Code:
make -f Makefile.osx dist
from the reposband/src directory.
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Old January 16, 2011, 16:34   #114
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Ok, some balance notes on hounds:

Hounds are way too powerful. Hounds are only supposed to be average power level, but right now they're munchiny.


Clear hounds:
should basically be in between a warrior and a rogue. Right now they're a little too powerful. (too much HP) but they're alright.

Light Hounds:
Should have *much* less stealth (they're super bright). Probably less HP too.

Vibration hounds:
Should have "bad" stealth. They're basically emitting sound waves all the time. Also, their breaths should aggro. This would balance them.

Overall:
Amount of resists is insane (but this is probably okay)!
4 rings is probably too much for a hound. It doesnt really make sense to have boots+rings anyway. 2 rings, 1 boots would be fine. Hounds need less slots since they have innate resistances.


That's all the races I've played so far. It seems fun, but there needs to be some difficulty in non-munchkin races.
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Old January 16, 2011, 17:17   #115
pampl
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Quote:
Originally Posted by AnonymousHero View Post
Current master crashes almost instantly for me. Here's the backtrace:
...
EDIT: I should also say: I've installed into a directory alongside the source directory, so I have two directories, "reposband" and "reposband-bin". During "configure" I only specified a --prefix option and a CFLAGS.
That's really weird. Prefs.c line 1055 is just freeing up memory, and isn't something I've touched (or would ever want to). Do you ever get crashing in other variants or is this unique to Repos?
Quote:
Originally Posted by emulord View Post
Ok, some balance notes on hounds:

Hounds are way too powerful. Hounds are only supposed to be average power level, but right now they're munchiny.


Clear hounds:
should basically be in between a warrior and a rogue. Right now they're a little too powerful. (too much HP) but they're alright.

Light Hounds:
Should have *much* less stealth (they're super bright). Probably less HP too.

Vibration hounds:
Should have "bad" stealth. They're basically emitting sound waves all the time. Also, their breaths should aggro. This would balance them.

Overall:
Amount of resists is insane (but this is probably okay)!
4 rings is probably too much for a hound. It doesnt really make sense to have boots+rings anyway. 2 rings, 1 boots would be fine. Hounds need less slots since they have innate resistances.


That's all the races I've played so far. It seems fun, but there needs to be some difficulty in non-munchkin races.
Cool, thanks for the feedback. Clear hounds actually have less HP than most rogues do, but I wouldn't have a problem with reducing it a little further - the player only plays as them for 7 levels, after all.

I don't have a problem with reducing light hounds stealth if you think it'll make them better balanced, but I don't want to do it if it's just for "game logic" reasons, though, because game logic also says that waving bright lights in front of sleeping monsters' faces doesn't wake them up- only flashes of light do.

I really like the idea of sound causing aggro- stunning is absurdly strong in the early game, and sound is the most reliable early source of it. Impact hounds will still probably be very strong, but I don't mind if there's some difference in power among hounds as long as it isn't ridiculous. I do agree with your game logic justification of vibration hounds having less stealth so I'll probably reduce it a few points.

What did you think of my earlier idea to make hounds (and hydras, and maybe some others like basilisks) have to batter down doors instead of opening them? I'd make easy_alter work with the batter command so you wouldn't have to press shift+B all the time, but even so it might get annoying..

Development has slowed a little bit as I work on summoning and spend a little time tinkering with my old plan to build a Flash roguelike, so .6.3.2 is likely to be the last version of January. I still want bug reports though! Right now the list of known bugs is (from changes.txt):
-Repos having mixed results running on Linux, OSX.
-screen redrawing on evolution means messages before evolution are dropped
-level gain messages can be displayed 2x or more if they occur after evolving
-can't use 'repeat command' with race powers
-powers can't use HP in lieu of mana (feature or bug?)
-equippy chars don't display on main screen (design problem.. how to deal with a line too long?)
-innate melee info not displayed
-eq slots past #23 aren't labelled correctly
-sometimes worn objects psuedo as being in the wrong slot ("you feel the body armor in your pack is excellent...")
-randarts turned on = no names for racial artifacts
-high scores table lists wrong species

If you don't see your favorite bug here be sure to submit it.
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Old January 16, 2011, 18:05   #116
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Bashing doors instead of opening them makes sense with game logic, but it is really annoying. Mainly because Bashing is terribly ineffective until Str of 18/50+.
On the other hand, light hounds waking up monsters faster makes sense with game logic, and balance reasons. They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.
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Old January 16, 2011, 18:11   #117
Sirridan
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Quote:
Originally Posted by emulord View Post
Bashing doors instead of opening them makes sense with game logic, but it is really annoying. Mainly because Bashing is terribly ineffective until Str of 18/50+.
On the other hand, light hounds waking up monsters faster makes sense with game logic, and balance reasons. They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.
As for bashing, just give races with the need to bash, a bonus, much like dwarves get with tunneling?

Just a thought
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Old January 16, 2011, 23:48   #118
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So I was playing hydras.

Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

Balance was good until I evolved to a 5 headed hydra.
5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.
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Old January 16, 2011, 23:55   #119
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So I was playing hydras.

Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

Balance was good until I evolved to a 5 headed hydra.
5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.
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Old January 17, 2011, 03:43   #120
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Quote:
Originally Posted by emulord View Post
They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.
This is a good point.
Quote:
Originally Posted by Sirridan View Post
As for bashing, just give races with the need to bash, a bonus, much like dwarves get with tunneling?

Just a thought
Tunnelling bonus is easier to implement but it should be pretty easy anyway, I'll give it a shot and see how it plays once I've done summoning and questing.
Quote:
Originally Posted by emulord View Post
Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

Balance was good until I evolved to a 5 headed hydra.
5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.
I don't think there's an authoritative answer to whether the Lernaean hydra was supposed to have 0, 2, or 4 legs. D&D tradition is 4 legs so that's what I went with.

Are you playing the latest version? I've changed it so that all elemental attacks do half their damage as physical damage. You still have to deal with resistances but you do 55% of normal damage instead of 11%
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