ivanilla experience

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #16
    Originally posted by buzzkill
    What if the items were in a chest-type container such as "a dirt mound" that is undetectable by dTreasure and cannot be picked up, revealed only by LOS.
    sure, but then you're way beyond simple changes. Dreads have the same field of vision as reavers, and reavers let out the rest of the graveyard. Reavers also move faster. Dreads picking up items is a concern but really not that big of a one in this case. They certainly aren't going to be able to pick up all the items in the pit. And if you can lure away a dread or a ghost and pick it off to get an item. Well, honestly, that's kind of a fun mechanic.

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    • ewert
      Knight
      • Jul 2009
      • 702

      #17
      Nice, I will be grabbing your vault & stuff changes and incorporating them into iVanilla. As soon as get the time ... =P

      Btw, regarding pseudo-id, I'm playing a ranger and it having the worst pseudo-id at start really showed. Please report on early game pseudo id rates. The 3rd I-value in p_class is the initial chance_in(x) value, ranger has the suckiest and definitely felt for this char that it was too sucky... Did you find the early priest game okay with pseudo-id?

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      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #18
        Originally posted by ewert
        Nice, I will be grabbing your vault & stuff changes and incorporating them into iVanilla. As soon as get the time ... =P

        Btw, regarding pseudo-id, I'm playing a ranger and it having the worst pseudo-id at start really showed. Please report on early game pseudo id rates. The 3rd I-value in p_class is the initial chance_in(x) value, ranger has the suckiest and definitely felt for this char that it was too sucky... Did you find the early priest game okay with pseudo-id?
        Hmm, I'm not sure my play style will be any help here. I generally wield-test items and armor, and restart if I hit a morgul blade early.

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        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #19
          Got the most recent version with fracblows. and happily don't have to merge my vault changes on my own.

          Already noticed some funky behavior with LoS detection. I often find secret doors in areas that I actually can't see. I think LoS detection should only work if the area is lit.

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          • ewert
            Knight
            • Jul 2009
            • 702

            #20
            Yep I have noticed the dark area problem. Probably quite simple "is this grid lit" check will fix that, haven't got around to that though. Trying to find a nice frablows formula.

            I will probably downgrade MoD to 30lbs., and allow max blows at 220/220 with it ...

            About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.

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            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #21
              Originally posted by ewert
              About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.
              I ran into a couple traps in a checkerboard room. I'm already at dlevel 30, so I don't really care about traps except for summoning and trap doors.

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              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #22
                there's a bug that I think has crept into ivanilla at some point. It does not read quality squelch settings in from the .prf file on each reload.

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                • ewert
                  Knight
                  • Jul 2009
                  • 702

                  #23
                  Seems to load them with my char atleast. Didn't look closely in Magnate's changes to turn count stuff, I think that's the only one that could have something about that there, but do check your local changes too.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #24
                    Originally posted by ewert
                    Seems to load them with my char atleast. Didn't look closely in Magnate's changes to turn count stuff, I think that's the only one that could have something about that there, but do check your local changes too.
                    Nothing in my fracblows branch touches squelch, honest.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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                    • ewert
                      Knight
                      • Jul 2009
                      • 702

                      #25
                      Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.

                      Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =P

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #26
                        Originally posted by ewert
                        Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.

                        Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =P
                        Yes. When we introduced the dynastic numbering, we didn't add the auto-loading of pref files associated with the base name (i.e. without the numeral) - nor did we prevent the default pref file name including the numeral. We skipped both of these because I was going to re-do pref file handling "any year now". Then RL intervened, we moved to git, the file handling got massively refactored, and takk is rewriting pref file handling as I type ...

                        We'll get there.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #27
                          I've attempted dumping my options to a pref file. I've tried several different names. Then I reloaded it on the next character. The flavored items that I've squelched are loaded correctly. Along with autoinscriptions, etc. However the Quality squelch settings always get reset to none. I've seen this problem on the previous version (before fracblows) I'm using an unedited ivanilla source shortly after fracblows was implemented.

                          Comment

                          • ewert
                            Knight
                            • Jul 2009
                            • 702

                            #28
                            Oh that. AFAIK that is the current way it works, not ivanilla stuff. I guess quality squelch is saved to savefile pertaining to the character, not prf's.

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                            • fizzix
                              Prophet
                              • Aug 2009
                              • 3025

                              #29
                              another minor bug in traps, although not a bug as much as an unintended behavior. using - before moving would allow you to move onto a trap square without disarming. I'd often use this to jump down trap doors. Now I can't do that anymore with high enough dex because I keep on nimbly evading it.

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                              • ewert
                                Knight
                                • Jul 2009
                                • 702

                                #30
                                Hahaha. =P Funny ...

                                I guess could include trap doors for > command to "fix" this.

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