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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    #31
    Originally posted by fizzix
    Does it mean that acid coating doesn't do anything, or is just the damage shown on inspect wrong?
    It's just the display that's wrong.
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #32
      The DaJ download page/link seems to be broken... anyone else having a problem?

      EDIT: never mind, working now.
      Last edited by buzzkill; October 22, 2009, 17:07.
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #33
        My first real run with DaJAngband, and I'm loving it. My observations so far...

        1. Plays very nicely with the 32x32 DVG graphics (updated).
        2. Is harder than Vanilla, or at least it seems that way.
        3. Very stable so far.
        4. I like the lesser-ESP hearing ability.
        5. I like the whole room not being lit.
        6. I like the new flavors for stuff.
        7. Archery damage seems more reasonable.

        From what I've been reading here in the forums, for some reason, I wasn't expecting a whole lot from this variant. I'm glad I was wrong.

        "Waiting in the lobby"
        Attached Files
        Last edited by buzzkill; October 23, 2009, 05:02.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • konijn_
          Hellband maintainer
          • Jul 2007
          • 367

          #34
          Originally posted by buzzkill
          From what I've been reading here in the forums, for some reason, I wasn't expecting a whole lot from this variant. I'm glad I was wrong.
          Oops, I hope its not anything I wrote. This variant is nice and thought inspiring.

          Back to the competition, I picked up anyway and dove to dlevel 80 and read the *acquirement* hoping for Ringil or so. No such luck of course...

          Anyway, it would seem that the Teleport Other spell does not work in 'Quick Getaways' book. It just uses mana but it does not ask which direction to cast nor do any monsters get teleported.

          Finally, at times I cannot enchant to weapon to dam with scroll my bolts, only my arrows ?

          T.
          Last edited by konijn_; October 23, 2009, 17:02.
          * Are you ready for something else ? Hellband 0.8.8 is out! *

          Comment

          • will_asher
            DaJAngband Maintainer
            • Apr 2007
            • 1124

            #35
            sorry, that's another known bug which I haven't put on the known bugs list (I've been having a little trouble getting to the page to edit my webpage recently), but I probably should have told everyone that the archer's teleport other spell doesn't work. will be fixed in 1.1.0. I wouldn't think it would make make that much difference for archers since they have a high fail rate with it anyway and wands and rods are easy to find and much more reliable. Might make more difference for alchemists and thieves since they're better at magic.

            That the archer's enchant spells only work on arrows and not bolts or shots is not a bug. There's a couple other archer spells (acid arrow, rain of arrows) which don't work if you are not weilding a bow. The archer class and missile magic book are meant for use with bows, if you find an uber crossbow you want to use instead, there's a drawback.
            Will_Asher
            aka LibraryAdventurer

            My old variant DaJAngband:
            http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #36
              Major bug found.

              I just used my staff of telekinesis with 3 charges multiple times in a row. All times it said 'you have 9 charges remaining' and did not lower the charge number. This did not happen in previous usages of it. So this may be a hard bug to track down...

              Comment

              • Bagplant
                Scout
                • Sep 2009
                • 30

                #37
                A couple of minor bugs:

                Erinyes appear to be worth around 11k experience, which seems excessive as they haven't really been beefed up much from V as far as I can tell.

                Ammo inspection for my character appears to reveal that I have slay evil, demon and undead with all ammo, even regular arrows. I think this is just a display bug, but I'm not sure.

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #38
                  Another very important bug. If you have immunity and cast a timed protection spell you lose the immunity.

                  I casted resist fire and cold to battle the tarrasque and when it breathed fire it destroyed some arrows in my quiver and I took damage. Might just be that spell and normal resistance doesn't do it?

                  Very unfortunate.

                  edit: second time the tarrasque breathed, I took no damage. Weird. It only got two fire breaths off before I killed it.

                  Comment

                  • will_asher
                    DaJAngband Maintainer
                    • Apr 2007
                    • 1124

                    #39
                    thanks for the reports..

                    - I just checked and Erinyes are worth 8600 XP. Are you diving quickly? It gives extra XP if you kill it when you are a lower character level than its monster level (at least, that's how it looks like it works, same as in V:
                    <actual XP gained> = (monster's XP value * monster level) / character level

                    - The ammo inspection thing is only with the artifacts Amrod and Amras, and (unfortunatly for the competition) that is actual damage, it's not just the display that's wrong. That is already on the known bugs listed and will be fixed for the next release.

                    - about the monster breath with immunity: There is a chance for monsters with the POWERFUL flag to still to partial damage despite immunity. max damage is 1/5 of original damage: dam / (4 + randint(6)) I'll fix it so that it doesn't damage inventory through immunity, and (now that I think about it) I'll probably lower the possible damage through immunity because I just realized that that's more than double resist damage. (So that's more of a not-very-well-thought-out-feature than a bug.) I should also probably give the player some in-game indication that it's possible for monsters to do damage despite immunity. sorry about that.. The reason I did this is because I thought it was stupid that a player with immunity to lightning could melee Pazuzu and have Pazuzu do absolutely no damage. When a monster "hits to electrify" surely the damage isn't 100% lightning damage, just mostly lightning damage. What about the force of his lightning fists? (I hope the Tarrasque didn't kill you because of that..)

                    - just looked at the staff of telekinesis: It doesn't use a charge of the staff if you cancel the telekinesis spell when it asks you for a target, is this what happened? If not, I'll need more information to find the bug.
                    Will_Asher
                    aka LibraryAdventurer

                    My old variant DaJAngband:
                    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #40
                      Originally posted by will_asher
                      When a monster "hits to electrify" surely the damage isn't 100% lightning damage, just mostly lightning damage.
                      Instead of changing immunities, you should consider melee to element to be 1/3 hurt damage and 2/3 elemental damage. Then a single resist should be 1/3 + 2/9 = 5/9 damage, and immunity means 1/3 damage.

                      I think that might be what you want.

                      Comment

                      • will_asher
                        DaJAngband Maintainer
                        • Apr 2007
                        • 1124

                        #41
                        Originally posted by PowerDiver
                        Instead of changing immunities, you should consider melee to element to be 1/3 hurt damage and 2/3 elemental damage. Then a single resist should be 1/3 + 2/9 = 5/9 damage, and immunity means 1/3 damage.

                        I think that might be what you want.
                        That's a good idea, I think I'll do it that way for 1.1.0
                        Will_Asher
                        aka LibraryAdventurer

                        My old variant DaJAngband:
                        http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #42
                          Originally posted by will_asher

                          - just looked at the staff of telekinesis: It doesn't use a charge of the staff if you cancel the telekinesis spell when it asks you for a target, is this what happened? If not, I'll need more information to find the bug.
                          nope, I definitely pulled 3 items out of a vault. Each time it said you have N charges remaining where N was a lot higher than I actually had. I only paid attention to the 3rd one when I saw 9 and said, "what, 9? how can there be 9?" Earlier on I had the charge counter decrease when I tried to bring something to me but I had no room for it. D'oh.

                          The next thing I brought did decrease the charge counter correctly.

                          I thought about making a save state for a bug report. But didn't want to because it being a comp character and all.

                          The Amras bug explains why my arrows damaged Morgoth so much. I had enough consumables to melee him, I just would have taken about 10k more turns or so. What a lucky find!

                          Comment

                          • Bagplant
                            Scout
                            • Sep 2009
                            • 30

                            #43
                            Originally posted by will_asher
                            - I just checked and Erinyes are worth 8600 XP. Are you diving quickly? It gives extra XP if you kill it when you are a lower character level than its monster level (at least, that's how it looks like it works, same as in V:
                            <actual XP gained> = (monster's XP value * monster level) / character level
                            They did drop a bit in XP as I leveled up. Looking at the edit files it looks like you've made them more powerful than in V so perhaps the XP is reasonable. Things probably seemed weaker to me than they were because of the bug you mentioned:

                            - The ammo inspection thing is only with the artifacts Amrod and Amras, and (unfortunatly for the competition) that is actual damage, it's not just the display that's wrong. That is already on the known bugs listed and will be fixed for the next release.
                            Well, that explains why it seemed like such an easy ride for me (got Amrod at level 32).

                            Comment

                            • buzzkill
                              Prophet
                              • May 2008
                              • 2939

                              #44
                              Bug, character dump...

                              The flags for dark, charm, hlife and (blank) aren't appearing in the character dump.

                              Questionable item description...

                              The mail gauntlets Pauragen, "... it usually provides a light radius of 4 ..." It does provide a light radius of 2 (my square +1), light radius of 4 when used in conjunction with my lantern.
                              Last edited by buzzkill; November 2, 2009, 04:54.
                              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                              My banding life on Buzzkill's ladder.

                              Comment

                              • will_asher
                                DaJAngband Maintainer
                                • Apr 2007
                                • 1124

                                #45
                                fixed character dump and object description light radius display bug for next release.
                                The light radius description bug was from V3.0.9.
                                Will_Asher
                                aka LibraryAdventurer

                                My old variant DaJAngband:
                                http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                                Comment

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