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Old July 27, 2009, 09:22   #11
Magnate
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Quote:
Originally Posted by chem View Post
Hmm, is anyone in the *band community also active in the Fedora community? Could we perhaps get Angband distributed as a RPM? This would significantly expand the potential userbase.

http://fedoraproject.org/wiki/Packag...singGuidelines
http://fedoraproject.org/wiki/Licensing
I'm planning on becoming the Debian maintainer, once I've figured out how to switch the package from --setgid=games to --with-private-dirs. After that I can make an RPM fairly easily with Alien, and I'll be posting here asking for users of RPM-based distros to test it out and report back any problems.

If there is anybody who wants to step up and maintain an RPM from scratch (rather than via the Debian package), let me know so we can keep them consistent.
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Old July 27, 2009, 18:09   #12
sandtrap
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Thank you

Thanks,

Eddie Grove, Elly, Stefan O'Rear, Mango Juice, Gabriel Cunningham, Chris Carr, Chris Robertson, Peter Denison, Joe Buck, Eric Osheim, Antony Sidwell, tigen, and rhinocesaurus

and of course takkaria.

I stayed away from the beta. But I downloaded the release as soon as I saw it.

Thanks for all your work!
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Old July 28, 2009, 04:49   #13
saarn
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Thumbs up nicest Angband yet

Just started playing this last night and see all sorts of nice little changes from 3.1.0 (I especially like the out of range warnings on my missiles) :-). Thought I wouldn't like the pricing changes much, but they actually seem pretty good so far (except $45 torches seem a bit steep).

I think it's also going to take me a bit to get used to the ID by test-- had some boots that were marked [3,-8] {wielded}, went to kill them and got something about squelching excellent but not superb footwear-- I guess the {wielded} means that I don't know everything about the item yet? I was confused enough that I just destroyed them, but maybe that wasn't the right thing to do. Is excellent stuff still necessarily good, or would something like aggravation also make an object excellent?

Anyway, I'll probably figure it all out eventually-- meanwhile I think this is a pretty sweet release and wanted to share my appreciation for all the hard work that's been put in.
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Old July 28, 2009, 06:40   #14
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Quote:
Originally Posted by saarn View Post
I think it's also going to take me a bit to get used to the ID by test-- had some boots that were marked [3,-8] {wielded}, went to kill them and got something about squelching excellent but not superb footwear-- I guess the {wielded} means that I don't know everything about the item yet? I was confused enough that I just destroyed them, but maybe that wasn't the right thing to do. Is excellent stuff still necessarily good, or would something like aggravation also make an object excellent?
Doc is sorely lacking. {wielded} marks that you have put it on, but do not have pseudo yet..

In theory, you could have e.g. boots [3, -8] of free action. In practice, that cannot happen at the moment, but it could become possible at any time. The squelch code cannot figure out the boots are not excellent until they pseudo. If you waited until the boots pseudoed, then it would ask if you wanted to squelch bad boots.
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Old July 28, 2009, 19:56   #15
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Quote:
Originally Posted by saarn View Post
Just started playing this last night and see all sorts of nice little changes from 3.1.0 (I especially like the out of range warnings on my missiles) :-). Thought I wouldn't like the pricing changes much, but they actually seem pretty good so far (except $45 torches seem a bit steep).
Sorry, that's a bug of mine. Fixed in r1584, which should be built tonight.

Last edited by Magnate; July 28, 2009 at 20:19.
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Old July 28, 2009, 23:48   #16
saarn
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squelcher bug?

Found out I'd picked these up:

v) 23 Arrows of Backbiting (1d4) (-26,-35) {cursed}
Cursed.

Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 0.
35% chance of breaking upon contact.

when I go to destroy them, I get the message:

Ignore all Arrows that are everything except artifacts in the future? [y/n]

shouldn't this be asking me if I want to squelch all worthless arrows in the future?
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Old July 29, 2009, 01:31   #17
PowerDiver
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Quote:
Originally Posted by saarn View Post
Found out I'd picked these up:

v) 23 Arrows of Backbiting (1d4) (-26,-35) {cursed}
Cursed.

Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 0.
35% chance of breaking upon contact.

when I go to destroy them, I get the message:

Ignore all Arrows that are everything except artifacts in the future? [y/n]

shouldn't this be asking me if I want to squelch all worthless arrows in the future?
Yes, that is a bug. It should have asked about squelching arrows lacking a high resist.

The codebase isn't quite ready to do squelching properly. I'll see if I can work something out. For now, say n to ignore and then destroy them. There are few enough bad ego drops that it shouldn't be too much of a problem.
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Old July 29, 2009, 06:15   #18
saarn
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'nother minor bug

when I view my character history, it doesn't show when I got my most recent level. (e.g. level 25 character, but it only tells me what turn I hit level 24). Guessing something's off by one :-).

Update:

the actual bug I am seeing is that for some reason when I hit level 25, that event went unrecorded. It's possible that I gained the level by using a new spell, but I'm not confident of that.

350933 1700' 22 Found The Iron Helm 'Holhenneth'
355469 1750' 23 Reached level 23
364192 1950' 24 Reached level 24
427697 2000' 26 Reached level 26

Last edited by saarn; July 30, 2009 at 01:18.
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Old July 29, 2009, 16:25   #19
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Another small bug... When you "I"nspect, let's say, a =Strength that you haven't fully identified (i.e., you know that it's a =Strength but you don't know its pval), you are told the pval even if you shouldn't.
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Old July 30, 2009, 02:26   #20
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In my 1591 game playing with randarts, my phial does not activate. I debugged a little, and none of the artifacts has an effect.
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