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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 17, 2011, 06:04   #121
AnonymousHero
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Quote:
Originally Posted by pampl View Post
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?
I've only observed it in RePos, but I now notice that RePos is tracking the Angband 'master' branch, so it may just be some instability inherited from there.
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Old January 17, 2011, 11:37   #122
Arjen
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Found a typo with hounds. They can breathe lighning. Furthermore, i don't think hounds have too much HP. I'm now lvl 28 with 235 HP. That not even 10 hp per level. Balrogs would have like 700 hp at lvl 28.
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Old January 17, 2011, 17:53   #123
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I think I was playing the latest. It was .6.3
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Old January 17, 2011, 19:54   #124
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I had a fun bug, did a git pull to get the newest version, but for some reason the compiling kinda screwed... so I created a hound and went downstairs. The square I started on in dlvl 1 was downstairs... so I went down again. The start square in dlvl 2 was also downstairs... so I went to 3. and 4. and 5... So I held down shift + . (for >) and kept going downstairs!

5 minutes later I was at dlvl 380. I killed something invisible (after it killed me and I didn't die?) and leveld up. I eventually quit when invisible undead had me in a confusion/fear lock I couldn't escape because I couldn't die.

Hopefully a make clean will fix it
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Old January 17, 2011, 20:42   #125
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I just updated the code on git. There aren't a lot of changes so I'm not going to make a new rar, I'm just hoping that it'll fix the weird bugs besetting people who compile it themselves.
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Old January 17, 2011, 21:47   #126
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IF you compile it yourself, do a make clean first. That fixed all my issues.

Huzzah! But it was fun being immortal at dlvl 380! 17000some feet? It was a blast
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Old January 19, 2011, 00:29   #127
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New version that fixes rather serious bug - attacks to batter/wound weren't defined so they didn't do any damage. If you ever wondered why half ogres were so easy, it's because they literally couldn't hurt you. It's still at https://github.com/downloads/simongr...nd%200.6.3.rar
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Old January 19, 2011, 08:04   #128
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A reaction on your newest dead troll.

What i notice with randart is that you find better artifact earlier in the game. Especially when you play a non-weapon monster. Maybe this is just luck with finds. And overal i think randarts are way better than the normal arts if you check the normal Angbandladder. Is this on purpose? It doesn't make you want to play with the standart artifacts if you know the chances to survive are higher with randarts.
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Old January 19, 2011, 16:27   #129
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Nexus hounds should probably have teleporting ability, no? Since their nexus breathes dont teleport, they should have some kind of theme rather than just straight damage.

By the way, don't have their attacks teleport, that would be a nightmare. Maybe you could have them be better at magic devices or something
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Old January 19, 2011, 18:52   #130
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Ghosts should start as a poltergeist at level 1-4 or so. From original pos, they wouldn't have boot slots. Gaining some form as you level up feels good as a ghost.
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