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Old December 21, 2008, 07:31   #111
Stossel
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Tunneling

Just started playing FAangband and I came across the tunneling bug. However, turning on or off my num_lock doesn't seem to have any effect (it still crashes). I think this is because I've been using 10x14b font, as switching back to 8x12 allows me to tunnel (as long as num_lock is on).
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Old December 21, 2008, 08:31   #112
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Quote:
Originally Posted by Stossel View Post
Just started playing FAangband and I came across the tunneling bug. However, turning on or off my num_lock doesn't seem to have any effect (it still crashes). I think this is because I've been using 10x14b font, as switching back to 8x12 allows me to tunnel (as long as num_lock is on).
OK, that's interesting. Do you use different sizes of window for the two different fonts?
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Old December 21, 2008, 18:48   #113
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OK, that's interesting. Do you use different sizes of window for the two different fonts?
Well I have to kinda. The window automatically resizes when you switch different size fonts. Making the 8x12 window bigger doesn't seem to have any effect, and neither does making the 10x14b window smaller.

On a side note, my game crashed when I tried to run while num_lock was off.
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Old December 22, 2008, 00:41   #114
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Well I have to kinda. The window automatically resizes when you switch different size fonts. Making the 8x12 window bigger doesn't seem to have any effect, and neither does making the 10x14b window smaller.
Yeah, I didn't explain that well. I'm trying to narrow down where this problem could be arising, and was wondering whether window size/map size was related. At the moment my possible reasons are:
  • Basic code error (apparently when the game is doing multiple commands without player input - repeat for tunnelling, running, etc) which the windows compile complains at but other OSes ignore;
  • Error in the windows-specific code (again, arising when the game has control);
  • Random sporadic error, which just happens to mostly show up when repeating stuff is going on (crashing on shop update or autosave, for example)

Any other suggestions welcome; someone actually finding the source of the problem, fixing it and sending me a patch would be really welcome
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Old December 23, 2008, 10:58   #115
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A question about resistance and magic usage

Hi

I'm trying out Faangband as a Maia mage, and trying to understand the resistance system.

Every item gives a % to some res ability, so if I'll get the full 100% is it the same as an immunity you could receive from the power rings at vanila?

A bug?
I've found a ring "resist fire" that made me vulnerable to fire for ~ 38 %!
Shouldn't it be cursed? If not, is it a bug?

Also can we get a higher % then 100%, and if so should that type of attack heal us instead of hurting us?


Regarding magic.
Vanila's magic missile gets stronger when the mage levels, while here it still gives the same 2d6 regardless of my level (currently 22).

"Tapping magical energy" is a great idea, but why the info it gives is "dam 20+d30" instead of "Replenish your mana something something"?


Thanks

P.S. still no Sound :-(

Last edited by Ignatius; December 23, 2008 at 11:06.
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Old December 23, 2008, 11:15   #116
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I'll answer what I can...
Quote:
Originally Posted by Ignatius View Post
Every item gives a % to some res ability, so if I'll get the full 100% is it the same as an immunity you could receive from the power rings at vanila?
Yes and no. It gives *you* immunity from the element, but immunities in FA/O do not give full protection to your inventory.
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A bug?
I've found a ring "resist fire" that made me vulnerable to fire for ~ 38 %!
Shouldn't it be cursed? If not, is it a bug?
Depending on who you ask, that one is a feature... Personally I'm not a fan and have changed that in the 036 version I'll be releasing shortly.
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Also can we get a higher % then 100%, and if so should that type of attack heal us instead of hurting us?
100% is the maximum.
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Originally Posted by Ignatius View Post
Regarding magic.
Vanila's magic missile gets stronger when the mage levels, while here it still gives the same 2d6 regardless of my level (currently 22).
Magic missile does 2d4 at level 1, up to 2d9 at level 50. Though I think a change may have been backed out as it used to be damroll(4 + plev / 10, 3)) in 031 ie 4d3 - 9d3.
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"Tapping magical energy" is a great idea, but why the info it gives is "dam 20+d30" instead of "Replenish your mana something something"?
That sounds like a bug.

Si
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Old December 23, 2008, 11:31   #117
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Quote:
Originally Posted by Ignatius View Post
Every item gives a % to some res ability, so if I'll get the full 100% is it the same as an immunity you could receive from the power rings at vanila?
In fact, resistances multiply. So if you have an item with 40% resistance, you will take 60% of the normal damage; if you then get another item with 50% of the same resistance, that damage will be halved again, and you will take 30% of normal damage (so that's 70% resistance). It does make sense when you get used to it. Really.

Quote:
A bug?
I've found a ring "resist fire" that made me vulnerable to fire for ~ 38 %!
Shouldn't it be cursed? If not, is it a bug?
Not a bug, just a crummy item.

Quote:
Also can we get a higher % then 100%, and if so should that type of attack heal us instead of hurting us?
It would, but because of the resists multiplying you will never get over 100%.


Quote:
Regarding magic.
Vanila's magic missile gets stronger when the mage levels, while here it still gives the same 2d6 regardless of my level (currently 22).
It would have started at 2d4, and will go up again at level 30.

Quote:
"Tapping magical energy" is a great idea, but why the info it gives is "dam 20+d30" instead of "Replenish your mana something something"?
Beats me. It should say nothing, as the mana replenishment depends on the item.

Quote:
P.S. still no Sound :-(
Yeah, that's good and broken. I am a little surprised that no-one has complained before.
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Old December 23, 2008, 16:10   #118
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It would, but because of the resists multiplying you will never get over 100%.
Unfortunately this also means one will never truly reach 100%.
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Old December 23, 2008, 16:25   #119
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P.S. still no Sound :-(
Just make your sound effects (not in public). Pre-packaged sounds can't match the power of your imagination. At least that's the line I always get form the ASCII crowd when I start grumbling about graphics.
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Old December 23, 2008, 20:34   #120
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Just make your sound effects (not in public). Pre-packaged sounds can't match the power of your imagination. At least that's the line I always get form the ASCII crowd when I start grumbling about graphics.
Hey, now you're getting it!
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