Worst Randart Ever...
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How do I find/make the randart.log file?
About the cursed artifact: I never knew I could get one from a ?acquirement..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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The important thing is which version generated the randarts - i.e. which version were you playing when this character was created? If it was r1161 then it's the old code. If it was r1358 it was the new code.
On Windows it's in lib/user (I think). On most other platforms it's in ~/.angband/Angband
Yes. All artifacts are considered GREAT items, suitable for ?acq - even the cursed ones. One could consider this a bug.
The .log file is too big to upload here, so i will email you.Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Well, maybe not worst, but definitely the most boring. The thrill of seeing {special} died a limp death as I ID'ed this:
Code:l) The War Hammer of Adorn (3d3) (+7,+5) Cannot be harmed by acid, electricity, fire, cold. Combat info: 4 blows/round. Average damage/round: 34.7
This will be sorted out post-3.1.1 when I rework the distribution of negative abilities."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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If you're playing with the new randart code (r1248 and later) it's generated automatically. The question is finding it. It uses PRIVATE_USER_PATH, so on Linux it's in ~/.angband/Angband/ - I don't know what that means for other platforms."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Surely full plate has to make a bigger difference in attack speed than switching from a 3 lb weapon to a 5 lb weapon.
The regen penalty would be just a sort of equivalence to getting tired faster. Not an exact match, but the best correlation to an existing effect that occurred to me.
Speed<>momentum<>angular momentum. Also, inertia<>angular inertia.
As long as the @ has the super web pack backpack that compensates away all of the obvious combined speed and DEX penalties for carrying a full plate armor over wearing it, dithering over speed/DEX/regen penalities for worn armor is fixing a non-existent problem.
Fix the backpack first, and then use the experience with fixing the backpack to tweak the armor.
DEX and to-hit penalties from an overloaded backpack should be from uncompensated angular inertia; compensation would be a combination of STR and body mass. That is, wearing armor should impose far less in the way of DEX and to-hit penalties than the same armor in the backpack. The current penalty is zero for DEX, minimal for to-hit. (This does not include the "gets in own way" to-hit penalty. But that is miniscule in the late game,.)
Speed penalties from an overloaded backpack -- more complicated. Facing changes take penalties from the DEX factors, but straight-line speed should be a matter of controllability (uncompensated inertia). Compensation should be straight STR, possibly with an allowance for automatic control of one's own body mass.
So (heavy variant lifting implied):
* keep the current weight/speed table to reflect speed loss from lack of controllability, as this is known-balanced
* make the super web pack backpack less super by not shielding @ from DEX/to-hit penalties that should be incurred
* wearing armor should impose far less DEX/to-hit penalties than having that armor in the backpack. Use the current to-hit penalties and DEX penalties for worn armor to ensure the DEX/to-hit penalties from the backpack are vaguely reasonable.
(As for regen rate? I always thought the speed penalties were in part to protect the regeneration rate. I could see trading regeneration rate for a slight speed boost [say halve regeneration for +1 speed, completely sacrifice regeneration for +2 speed] as a tactical option, but V doesn't use micromanaged tactics much.)Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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