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"Ignoring" bug: shining dragon scale mail can only be ignored "this item only"
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New builds up on the nightlies page and angband.live with the following changes:
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Just noticed that Protection from Fear isn't flagged in the character info, even when wearing items that say they provide it. This is still a few builds back, 4.1.3-465-g2a840212b, but I don't remember seeing anything about it the last couple of weeks.
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Is the dungeon map as a spoiler?
Hi,
Some pages ago, Nick told that giving any hint about poisoining status could "spoil" the gameplay. Don't you think the full map, as implemented now, also contains a spoiler? When you press M, it gets very easy to see the approximate size of the dungeon. I know we don't have those huge levels anymore (unless we tweak some txt files), but they still vary in size. Why don't use, for the M command, the same idea of Fallout (3, New Vegas and 4), "scaling" the full map? This would work even for those that edit parameter files to generate larger dungeons. Initially, pressing M would assume we are in a small dungeon, stretching its boundaries as we explore it... |
Just noticed, current high-elf ranger is 5'1" and 15 stone 5lb. That's quite short and beefy (fat). shouldn't they be tall and willowy?
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A quick web search finds Salgant of House Harp, an overweight elf.
https://lotr.fandom.com/wiki/Salgant (Never mind the generic skinny-elf sketch) He would make a good mid level unique, since he betrayed Numenor to Maeglin. |
Another Ignoring Bug: I guess somewhere in the latest changes, a new ignoring bug was introduced. Ignoring a wooden torch, the only choices were: (a) this item only, or (b) all average lights. We lost ignore wooden torches. On purpose? I liked being able to ignore torches once @ had a lantern.
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You can still ignore torches through the knowledge menu. This is inconvenient as a one-at-a-time model, but if you want to ignore a whole lot of things* at once, it is better.
* Say, all priest books. |
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Surely this still works:
1. Open knowledge menu ('~a') 2. Scroll down to Lights 3. Open submenu with right-arrow or 6 4. Toggle squelch with 's' Just verified in 4.1.3 |
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Is there a specific reason not to allow ignoring objects that can have egos by tval? At some point a warrior has enough str/dex & a good enough weapon to be ignoring all the weapons below a certain base dice for instance.
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I am impressed that this got broken. The knowledge menu should be robust to changes in types of object.
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The issue is that now torches and lanterns can potentially be ego-items or (if you're playing with randarts) artifacts. So ignoring all torches was ignoring artifacts sometimes. I guess the thing to do is to bring lights back into the "ignore by type" menu but put a special case in to avoid ignoring artifacts - does that sound correct? |
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Nick-
Using the knowledge menu for ignore has *always* killed possible artifacts. (Ignore daggers, and you won't find any *thancs.) I am perplexed why torches deserve special treatment. |
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Yes, I just verified that is the case. It wasn't always so, however. You could ignore low-dice weapons when you got strong enough.
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I think Vanilla gets it about right in the balance between power and complexity. Tome's automatizer was extremely powerful, but it was also a mess to use.
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Ingwe--
You had to pick and choose the weapons you wanted to ignore. Alas, there is no reasonable way to do something similar for armor types, because even very low base AC armor (such as soft leather boots!) has excellent artifacts, even in standarts. |
As far back as 2.5.1, I don't remember ever having it squelch artifacts.
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Squelch was added in 3.0.6
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For kicks, or to relieve boredom more likely, I just read back through all the release notes for Angband versions on rephial. Nick, I must say, you've done an amazing amount of work in these past four years! Thank you!!! :D
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Alas, so many changes happened *before* the game was refactored, so it is very hard to go back to tweak 3.0.x with just those changes that (say) Eddie Grove would like. Such are the wages of an engineering deficit.
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Returned to Angband from a holiday elsewhere. Some comments for Nick on the new version:
1. New hunger mechanic. Sorry, no. I find it even more of a nuisance with the gorge effect. 2. Tunneling with shovel in inventory. Wonderful! :D 3. New damage rules. Interesting. This was the first time I ended up carrying a spare weapon. Normally I find it's too much of a hassle (+30% damage to dragons - meh), but now it felt that it was worth it (+200% damage to dragons - yes please!). Not convinced that the details are right, but it's going in the right direction. 4. New damage rules applied to ranged damage. Um. Needs work. Heavy Crossbow of Extra Might (x5) (+12,+18) <+1>, only does 29 damage/round with a normal bolt. Seems a bit pathetic. Maybe just double or triple all ranged damage? 5. Exp modifiers. Are High-Elf and Dunedain meant to be "easy" races, since they don't appear to get any exp penalty? Could cause difficulties for competitions. 6. This has probably been reported plenty of times, but there's still a bug with @ not stopping in time when running. For instance, my @ automatically moved onto a trap with 100% searching skill. 7. Please address the Rogue's thieving skill before 4.2. It was a lot of fun originally (though overpowered). Now it's basically worthless. :( |
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Though I feel Satisfy Hunger should take you to more than 49%. After all the description says "Magically renders you well-fed (but not satiated)." How about it takes you to 66%? |
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Crashing on Level Change
I started playing a necromancer with persistent levels and randarts twice now and have had the character crash when trying to go down or up levels, leaving me back at the beginning of that level. This is the latest nightly build windows version, and Angband.Live Sometimes taking a different stairs work, sometimes I'm stuck on a level or a deep descent works. At first I thought it was only unbuilt levels but it also crashed before trying to go back to town.
I don't remember which thread, but I think someone else posted this same issue a few weeks ago. |
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I do find now that slime molds have surpassed scrolls of Satisfy Hunger as the best weight-efficient food source. :) |
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Re: running bug. Just tested on Word-of-Recall. Yes, it appears that @ always takes an extra step when teleporting out of the dungeon while running. I guess this would be the same issue as with traps. Re: rogue theft. I'll try to come up with something constructive. How sacred is the cow that says that the loot carried by uniques is determined by the dungeon level, rather than by their native depth? (In the context of theft, it's currently worth keeping Wormtongue alive and steal from him every time.) |
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Is a non-property artifact going to be a thing when playing randarts? This is a second one I've seen in just under two weeks. I can live with this, alright, it just seems a bit silly. :D |
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Managed to take a screenshot, hilarious red text.
"A gruesome software bug LEAPS out at you! Panic save..." Quote:
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I would like to see a pre-game option to start stores close together, so that I don't have to waste useless time scurrying around the screen.
I would still like to see Non-Flammable Basic Spellbooks added as new items that could be found in the dungeon. I would like the ability to order my own inventory. I REALLY WANT the default order of arrows to have SEEKER arrows come AFTER MITHRIL arrows, rather than the reverse, which makes no sense to the usual order of weakest on top. Really would like more powerful & useful mushrooms to be found deep in the dungeon. Too many wolf-type creatures appear in the game. Later in the game, they are just a constant minor irritation, as they can't kill you but they are just always there, forcing you to go around killing them so they don't clutter your path or stop you from resting, etc. Why do the stores contain huge multiples of items no one is ever going to buy a multiple of at all? |
Oh, I forgot, I would like an ignore option that would allow me to ignore dragon scale mails by type. After a certain point in the game, I will have no use for red dragon, blue dragon, etc. scale mails, even with an ego, but might still have an interest in the more exotic dragon scale mails even without an ego. As it is, there is no flexibility in terms of ignoring dragon scale mails.
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Thanks for all the other comments, they will be considered. One small other note - Satisfy Hunger setting food level to 50% was intended, to make actual food more valuable. Maybe it should be called Alleviate Hunger. |
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I'm playing a separate one without persistent levels, seems to run smoothly. |
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Not sure if this has been fixed since, but I'm looking at Sphara's necromancer win and the lantern of shadows says "intensity 3 light"
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Thanks for all the cool stuff you've done to Angband. I just registered to post about this bug but I've played since Moria. I'm psyched to play the final version of a Necromancer. |
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New builds up on the nightlies page and angband.live with the following changes:
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In this last build I cant pick up money when a monster is in LOS, and some keystrokes are ignored in some situations I cant figure out.
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Regarding XP penalty question
Why not consider something like what FAAngband did?
FAAngband has no XP penalty at all but the races like high elf start in a more dangerous part of the game, facing higher level monsters from the outset? These races also start with better weaponry to balance out but it's still very challenging. Here are some suggestions: - let the weaker races start with better weapons, maybe something they inherited. - let the weaker races start with more gold at the beginning. Let the high elves, etc start no more than with 100 gold whereas a human get 1000 which would be enough for a bow plus hand weapon, etc - let the stronger races have a specific vulnerability. Maybe high elves are inheritantly vulnerable to poison or cold, say 10 to 15%? Just some thoughts. |
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(2) While the stripped down command help files are fine, I find it difficult to understand how a newbie is supposed to glean that the stealing command is "+" "alter grid". (3) Not sure stealing is working. After dozens of attempts for a 16th level Dunadan Rogue to steal from Wormtongue, all he does is shout everytime and wake things up. Not one success in dozens of tries. Maybe just extremely unlucky, but I doubt it. |
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1. The stronger races are easier to play, and hence more newbie-friendly. 2. All races offer a comparable difficulty, hence the stronger races must be nerfed somehow. Both 1 and 2 are legitimate goals, but they lead to opposite directions. It's a political decision. An intermediate solution is: 3. The stronger races have drawbacks, but they are drawbacks which matter more to experienced players than to newbies. The old idea of having an experience penalty fits well with 3. Maybe the XP penalty just needed to be adjusted rather than eliminated? Or maybe the XP penalty doesn't seem like a drawback to newbies, but it's actually harmful because the more time you spend in the game, the more likely you are to die (as diving teaches), and then it must be eliminated? |
OK, looks like my fix to the running bug has broken pickup. I'll try to get a fix up soonish, but it will probably be a day or two.
On stealing: Uniques are harder to steal from; sleeping monsters are easier to steal from; your stealing skill depends on stealth and DEX; and heavier items are harder to steal. There are three outcomes - success, failure (monster wakes), and complete failure (monster wakes and shouts). If you're getting repeat complete failures, you're not ready to steal from Wormy yet. Good point about the command list. |
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As things stand, a level 16 Dunadan Rogue with no extra stealth bonuses, normal speed and with Dex below 18/50 wouldn't be able to steal even a ring from a sleeping Wormtongue. The maths gets in the way. (Might just pull it off if you slow monster the chap.) |
Here are my answers/opinions/feelings on a few of the points that have been brought up recently. I'm trying for the most part to progress the discussion rather than finish it; that said, at some point discussion over the form of 4.2.0 will cease (and I guess discussion on the form of 4.2.1 will start...).
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All that said, I do think that having one race strictly better than another (ie no relative disadvantages) is probably not desirable. Given that High-Elves are almost strictly better than Elves (Elves have better disarming skill), I'm probably OK with increasing the High-Elf modifier a bit. Dunedain I would leave where they are - while they are strong, their lack of infravision is a notable disadvantage compared to most other races. I also think it's actually a good thing to have some races which are more new-player friendly. Quote:
Now I think that the food system as it is in current master has gone some way toward this goal, but could still use some improvements. My current thoughts are:
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Also, from 4.1 there are 5 categories of DSM for ignore - basic (Red, Blue, White, Black, Green), multi (Multi-Hued), High (Gold, Shining, Law, Chaos), balance and power. |
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I actually highly recommend Vanilla implement an "attack in direction" command like composband did, which can be targeted with *t. If you aren't next to the targeted monster then you move towards it, this provides a very simple and predictable auto-fight command macro which you can use to clear weak monsters by just hitting a single key. |
New builds up on the nightlies page and angband.live with the following changes:
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Is it considered "correct" to have disconnected levels? I have one that isn't technically disconnected (maybe), but in practice it is because it's connected only by the permanent walls of a vault. I don't really mind this, but I couldn't remember whether this wasn't supposed to happen or not.
http://www.chud.net/images/Screensho...2010-46-42.png http://www.chud.net/images/Screensho...2010-47-10.png |
My opinion on non-flammable shop spell books is they aren't necessary.
To me, each immunity has a Second-Best reason for seeking it. Non-flammable books would mitigate the Second-Best reason for Fire Immunity. My food opinion: I loved (because it was so easy) 4.1.3 getting Slow Digestion and never worrying about food except to eat an occasional Elvish Waybread. 66 gold from starting equipment and I wouldn't think about it again. That said, what I've seen in 4.2 seems good. At least there'll be no hunger deaths. Someone mentioned "better mushrooms". Perhaps they mean better versions of the same stuff that feeds longer and sustains benefits longer? I'm usually happy enough as I gain more Inherent Speed that spells, food, and effects last longer, relatively speaking. But it could be real nice to have really-long-lasting when you can't find that resist confusion or ESP item. And/Or add ones meant for unique resists: Time, Gravity, Water, Aether? |
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So, looking through the 13 remaining bugs/tasks before 4.2 release, I came to #2118 and thought "that should be straightforward". And it probably is. But.
As a consequence of looking at what is needed to fix the bug, it became apparent to me that the correct thing to do is a major modification to the command system, and looking into that has showed me some shortcomings in the UI code... So I will probably be vanishing down this rabbit hole for some time, and emerging with the codebase improved (and hopefully a fix for #2118). Which means 4.2 (which I was hoping to get out the door soonish) will probably be delayed a bit. Which gives everyone more time to argue the important issues like XP modifiers and food :) |
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On stealing - issues and recommendations. Findings of the Rogue @s committee. Executive summary.
1. Issue: Stealing is too difficult. Moreover (i) Stealing should be worthwhile, so there should be some chance to steal an item off a high level opponent; (ii) Defeating monsters should be more rewarding than stealing, so it should remain difficult to steal several items off opponents. Recommendation: In the code for calculating the chance of stealing (monster_reaction and skill_steal) change monster_reaction = guard / 2 + randint1(MAX(guard / 2, 1)); monster_reaction += obj->weight / 10; to monster_reaction = guard / 4 + randint1(MAX(guard / 2, 1)); monster_reaction += obj->weight / 20; The detailed computations can be made available (...if people don't have enough maths in their lives). 2. Issue: In the mid and late game there is no way of preparing @ for stealing off particularly tough targets through the use of limited consumables. Recommendation: Introduce a "Mushroom of Shadows", or some other consumable, that gives +10 Stealth for 50 turns and that can be found in the dungeon from early on. It will be useful to all characters for looting vaults, and to thieves for stealing. If desired, it can have negative side effects, such as Fear. Stat drain is not recommended as non-rogues will then not use this consumable. 3. Issue: It is currently desirable to keep weak uniques alive and repeatedly steal from them throughout the Angband journey. Recommendation: Either (a) Do not generate unique monsters significantly deeper than their native depth, e.g. native depth + 30 (so no Wormtongue below 1900'), or (b) Give loot to (unique) monsters purely based on their native depth and not on current dungeon depth. Note: this will have side-effects for all other players. |
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The other options considered by the committee were: (c) Do not give monsters/uniques that are significantly deeper than their native depth any artifacts. (But this equally has side effects.) and (d) Keep track of the number of items carried by unique monsters. In other words, each time an item is stolen the total number of drops decreases in all future incarnations of this unique. So if you've already stolen from Wormtongue, then he will have an empty inventory forever after. (This feels clunky, but does not have side effects for other @s.) |
Another idea to make stealing more interesting, you could make certain things ONLY available through theft.
Maybe it's special consumables, scrolls or potions that would give the would-be thief a huge benefit later in tough battles. Or you could steal something that you can then embed in an armor that gives it extra bonuses (which would be a lot more work to make possible I'm sure. This would give thief a real benefit over playing other classes. |
Suggestion 36: Introduce a virtue system. Player receives a message "How dishonourable!". This should have no in-game effect, just the warm fuzzy feeling of being a bad bad hobbit. The only honourable path should be to murder wormtongue for his loot.
Suggestion 47: Allow wormtongue to carry objects such as: death molds, scroll mimics & potions of death. Bonus pts if he cackles evilly about traps. Suggestion 56:Wormtongue hires body guards. Next time you see him he has 1 extra mean mercenary for every object you steal. More seriously maybe the way drops work in general isn't the best? Wormtongue dropping great at lvl 8 seems fine. When he drops great at dlvl 40 & drops a depth 24 great, I'm still unsure why the game is rewarding you for not killing him till he is way too easy. Why does a blue yeek on dlvl 100 drop depth 51 objects? That one is not as bad as it is probably still trash, but it's possible that how drops_great interacts with this stuff is not the best? |
The current mechanic for stealing compares @'s "steal skill" (Skill) to the monster's defensive "monster reaction" level (Defense), adjusted by the weight of the item being stolen (Weight). To be successful one currently needs
Skill - Weight > Random[Defense/2, Defense],where Random[A,B] denotes a random integer in the interval [A,B]. A failed attempt at a theft normally results in the monster waking up, which doubles their Defense value and makes further attempts futile. Thus, to have a decent chance to steal an item @ needs (Skill - Weight) to be approximately (Defense*3/4).For instance, this means that it is worth having a stab at stealing, but that @ is very unlikely to steal everything that a higher level monster has. In particular, defeating a monster will give higher rewards than theft. What follows is a list of Skill values and Defense values for typical rogues and for sleeping monsters. For the sake of clarity, I will use the following slightly simplified formula compared to what's actually implemented: Defense = MonsterLevel + MonsterSpeed/2 (for sleeping uniques),Formally, PlayerSpeed currently adjusts the monster Defense value rather than @'s Skill level, but that makes it harder to visualise what's going on. (The chosen factor 3/8th comes from the 1/2 in MonsterSpeed and the 3/4 in the second formula for the estimate of "reasonable stealing".) ToHitBonus(Dex) is, if I read the file right, +3, +4, +6, +10, +15 for Dex 18, 18/50, 18/100, 18/150 and 18/200, respectively. Here is what typical hobbit rogues will have as their Skill values (with the simplified formula); bonuses refer to Stealth. Other rogues will have slightly lower skill due to lower stealth and dex. Skill 10 - Level 1 Dex 18 Skill 15 - Level 10 Dex 18/50 Cloak of Stealth +3 Skill 20 - Level 20 Dex 18/100 Boots of Stealth +2 Ring of the Mouse +3 Skill 25 - Level 25 Dex 18/120 Boots of Stealth +2 Ring of the Mouse +4 Ring of the Mouse +2 Skill 30 - Level 30 Dex 18/150 Cloak of Stealth +3 Ring of the Mouse +4 Defender +3 Skill 35 - Level 35 Dex 18/200 Cloak of Stealth +3 Ring of the Mouse +4 Speed +8 Skill 40 - Level 40 Dex 18/200 Cloak of Stealth +3 Elf Shield +2 Speed +24 Skill 45 - Level 45 Dex 18/200 Cloak of Stealth +3 Elf Shield +2 Trickery +2 Speed +32 Skill 50 - Level 50 Dex 18/200 Cloak of Stealth +3 Elf Shield +2 Trickery +2 Elf Boots +4 Speed +32 Skill 55 - Level 50 Dex 18/200 Nimloth +3 Colannon +2 Elf Shield +2 Trickery +2 Elf Boots +4 Speed +40 Skill 60 - Level 50 Dex 18/200 Nimloth +3 Holcolleth +3 Hithlomir +3 Elf Shield +2 Trickery +3 Elf Boots +4 Speed +40 Skill 65 - Level 50 Dex 18/200 Defender +4 Belthronding +1 Luthien +3 Hithlomir +3 Elf Shield +2 Trickery +3 Elf Boots +4 Speed +48 Here are the Defense values for typical sleeping monsters (with the simplified formula and using the appropriate modification for non-uniques), followed by the range [A,B] to which Skill-Weight is compared: 0 [ 0.. 1] Maggot, Small kobold, Acolyte 10 [ 5.. 10] Wormtongue, Bullroarer, Druid 20 [10.. 20] Lugdush, Boldor, Mage 30 [15.. 30] Beorn, Mim, Vrock 40 [20.. 40] Lokkak, Lorgan, Ancient Blue Dragon 50 [25.. 50] Kavlax, Queen Ant, Elder Vampire 60 [30.. 60] Balrog of Moria, Shelob, Great Hell Wyrm 70 [35.. 70] Fundin, Smaug, Fury 80 [40.. 80] Thuringwethil, Osse 90 [45.. 90] Feagweath, Maeglin 100 [50..100] Lungorthin, Huan 230 [115..230] Morgoth (awake) These values don't match well. Remember that it should be easier to steal something than to defeat the monster in battle. The hobbit rogue with skill level 50 described above can probably already take on Morgoth - there is no point in trying to steal from Maeglin by this stage, let alone from the Balrog of Moria, for whom Skill-Weight might actually match 3/4 Defense. The level 20 (skill 20) rogue ought to have a decent chance to pinch something from Beorn (defense 30), and the level 40 (skill 40) rogue, with preparation, from Lungorthin. Personally, I'd like the superhobbit (skill 65 + mushroom) to have a 5% chance to steal Grond from Morgoth - just because it will be fun. :D Finally, the Weight penalty is quite brutal. Uniques appear to only carry equipment and ammo. A lot of (most?) equipment weighs >15 lb, resulting in almost guaranteed failure and the monster waking up. |
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I seem to recall at some point that uniques also got an artificial boost in their drop quality (i.e. the game explicitly says "is this monster a unique? OK, then boost their drop quality"). That makes this issue even worse. I'd be in favor of changing it so that unique drop quality is always the unique's native depth. Your reward for killing them later is that you get an easier fight, no more and no less. You can then fix the stealing issue by forgetting about it! If players want to scum a low-level unique for easily-stolen items, then that's on them; they could as easily scum dlvl20 for easily-found floor items. |
@Derakon--
I think you are overthinking this. The chances of Wormtongue dropping something useful after dl 30 or so are exceedingly slim anyway, far less than even a scroll of acquirement. A single "excellent" (DL+10)/2 item just doesn't have much value at depth. The value of delaying killing Wormtongue already becomes negative very quickly after around DL 20. The issue is fundamentally that you shouldn't be able to use him as a piggy bank by stealing a large number of ego items. It seems that the solution should be other than special pleading on drop quality. |
Saving Throws?
Hello all. I just registered after playing angband on and off for a couple years, (never with much success :rolleyes:) but I've been wondering if saving throws need to be reworked. It seems rather weird that you have just as much a chance of saving against one of Morgoth's spells as you would against a novice priest or something like that. Maybe it would be more interesting if harder opponents (or better spellcasters?) were harder to save against. This might be a nightmare to rework though. Keep up the good work with the game though Nick!
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I dunno what the final decision on this is, but I strongly feel that there is something wrong with the speed model for shapechange of other monsters. When a Maia of Manwe turned into a shardstorm, it was utterly helpless. At normal speed, it barely got in 2 more moves after changing. (Note: I am playing an old version, but I don't think this has been fully addressed either way.)
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Poslikes (Pos, Compos, Frog etc.) keep track of how many items you've stolen from each unique during the game (and also how many items you've stolen from each monster), so you can never steal more items from a monster than it would drop anyway, and the stolen items are deducted from the eventual drop.
Not sure how this would play with V's stealing mechanics, haven't tried the new V yet. |
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I don't remember the exact number, but I also saw magical pebbles coming before iron shots, although the pebbles had more than 2x damage compared to the shots. Is that reasonable from pricing perspective? |
speaking personally, having seeker arrows fire before mithril arrows by default made more sense to me, since seeker arrows are more likely to break or be destroyed through attrition it made sense to use them first, while you still had them, rather than chipping away at your mithril while monster breaths chipped away at a pile of seeker arrows.
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I was asking to myself: why digging is hurting my blackguard? I just saw the code and found the reason: the new digging code makes you quietly wield the digger for the digging boost, so I lose the CON boost my main weapon has.
It's not a bug, it's a bit funny actually. Keep on with the changes Nick! I'm enjoying playing the game again thanks to your work. |
Sky Dragon should bite to electrify, surely?
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These changes will be in the next build, which will break savefiles. |
One miniscule suggestion: could high elves, at character generation, not be 8 ft tall?
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Feedback
I've been trying for a while to score an ironman win with a ranger gnome, kobold and hobbit. Still no win, but enjoyable games. I find the game clearly more difficult than previous version but not in a stupid way. Mostly, I die from attrition. It's not one fight that kills, it's the lack of free consumables. Also I am very happy about the Create Arrows spell. It means I can concentrate on bows after the initial 30 levels(ish).
Two things: * In 20+ games I think I've found one (1) scroll of teleportation. * Wand of darkness - does it really hurt foes? how would I know? lore has no knowledge about resistance for darkness |
New builds now up on the nightlies page and angband.live, with the following changes:
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What'd be really cool is if examined squares just showed a list of everything on the square.
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a d A young red dragon Edit: To do this, you would have to make special purpose listing code that packaged things into proper objects: Static arrays of: * Function pointers for suitable lore * Printing object/monster/etc description (and color) The menu list would be structs consisting of pointers into the table plus a pointer to the object itself. (You'd really only want to make the function table a singleton object.) |
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Spotted two minor bugs: "Witch" has wrong plural form ("2 witchs"). Wand of darkness appears to do no damage, while claiming that it does (unless it's meant for particular types of monsters that are specifically vulnerable to darkness damage, a la light damage). |
Boo hoo - nasty savefile standart/randart bug
Tired of losing all my games, I loaded my last (dead) character, said NO to immediate restart, then changed settings from randarts to standarts and then started. And for sure, things went better all the way and just now I had managed to get a short bow of power AND a nice artifact cutlass. Except it was a random artifact! I verified that the =setting was for standards (y) then quit the game to zip the savefile and the randart file for a bug report. Hmmm, there is no randart file. Odd. Restart the game and... crash due to not finding the randart file. Back to rolling up another weak ironman ranger...
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Newest build seems to have a save game bug: unique monsters appear to come back from the grave when loading a game (all marked as alive in monster memory). :eek:
Got suspicious after killing Maggot's fifth dog... |
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