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  • camlost
    Sangband 1.x Maintainer
    • Apr 2007
    • 523

    #31
    Originally posted by NotMorgoth
    Should it be possible for dungeon generation to create completely separate and isolated regions with no staircases or connections to the rest of the dungeon?

    One of my Kimbas just teleported into such a region, and when it became clear that I was doomed to starve, I used debug mode to check that I really was cut off.
    Probably not. Last teleport?
    a chunk of Bronze {These look tastier than they are. !E}
    3 blank Parchments (Vellum) {No french novels please.}

    Comment

    • camlost
      Sangband 1.x Maintainer
      • Apr 2007
      • 523

      #32
      How do the players feel about upgrading to a newer release, strictly bugfixes from where we left off?

      These are the revisions I plan on removing from trunk. 167, 166, 164, 161, 160, 158, 157, 156, 154, 153, 152, 150, 148, 143, 140, 139

      The following bugs would be fixed:
      • Extra prompt when using character screen or item attributes is removed
      • Cycling inventory will cost money
      • Trap combat will allow players to learn about objects (if they're looking)
      • Permanently lowered skills will display in purple.
      • Quest complete message is now green.
      • Gauntlets will now brand martial arts as intended.
      • Fireproof books stack better
      • Game won't crash when activating palantir
      • Players can restore skills with XP at power 100
      • Targetting with distance-limited attacks will work better
      • Burglary talents will display on the skill screen at the correct levels
      • Improve skill reduction undo
      • History description of unique kills will show name even if you can't see the unique.
      a chunk of Bronze {These look tastier than they are. !E}
      3 blank Parchments (Vellum) {No french novels please.}

      Comment

      • UniqueName
        Scout
        • Sep 2010
        • 32

        #33
        Originally posted by Derakon
        The dungeon generator makes no guarantee of connectivity, though it almost always manages. I've seen precisely one disconnected area ever in Angband, not counting vaults.
        I had one disconnected room so far in S. I don't think it was a vault because it actually had a U-shaped hallway attached to it which was disconnected from the real hallway.

        Comment

        • NotMorgoth
          Adept
          • Feb 2008
          • 234

          #34
          Originally posted by camlost
          Probably not. Last teleport?
          It was a teleport trap on DL1, so I didn't exactly lose much playing time...

          It wasn't just one isolated room, but a fairly large section of 'normal dungeon' with several rooms and corridors.

          Comment

          • camlost
            Sangband 1.x Maintainer
            • Apr 2007
            • 523

            #35
            Originally posted by camlost
            How do the players feel about upgrading to a newer release, strictly bugfixes from where we left off?
            I've gone ahead and published 1.0.1.169, with bugfixes, but no gameplay changes.

            a chunk of Bronze {These look tastier than they are. !E}
            3 blank Parchments (Vellum) {No french novels please.}

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #36
              Originally posted by camlost
              I've gone ahead and published 1.0.1.169, with bugfixes, but no gameplay changes.

              http://code.google.com/p/skills-angband/
              Excellent, thank you - no moral dilemma for me!
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • camlost
                Sangband 1.x Maintainer
                • Apr 2007
                • 523

                #37
                Originally posted by Magnate
                Excellent, thank you - no moral dilemma for me!
                No problem, I found some paur* gauntlets, and the brand wasn't working And there were enough annoying bugs that were already fixed, it seemed worth it in general.
                a chunk of Bronze {These look tastier than they are. !E}
                3 blank Parchments (Vellum) {No french novels please.}

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #38
                  Originally posted by camlost
                  No problem, I found some paur* gauntlets, and the brand wasn't working And there were enough annoying bugs that were already fixed, it seemed worth it in general.
                  Ah, that reminds me - I asked this in one of my dumps but not on the forum: do glove brands affect only martial arts, or weapon melee as well? (Presumably not missiles or thrown weapons!)
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • camlost
                    Sangband 1.x Maintainer
                    • Apr 2007
                    • 523

                    #39
                    Originally posted by Magnate
                    Ah, that reminds me - I asked this in one of my dumps but not on the forum: do glove brands affect only martial arts, or weapon melee as well? (Presumably not missiles or thrown weapons!)
                    Martial arts only. Maybe that's wrong, but it's where it stands right now. They're also only available on Paur*, not yet in randart/forging code. Thrown seems like a compelling option -- imagine gauntlets of returning!
                    a chunk of Bronze {These look tastier than they are. !E}
                    3 blank Parchments (Vellum) {No french novels please.}

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #40
                      Originally posted by camlost
                      Martial arts only. Maybe that's wrong, but it's where it stands right now. They're also only available on Paur*, not yet in randart/forging code. Thrown seems like a compelling option -- imagine gauntlets of returning!
                      Yeah, thrown could use love, and of course I forget that missiles in O-combat variants are not nearly as broken as in V, so maybe ok there too.

                      Would be lovely to be able to forge them ... but I think the armour forging screens would need some re-working to add slays and brands? Maybe time for a unified infusing screen that works whatever we're forging?
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • Bostock
                        Swordsman
                        • Aug 2007
                        • 335

                        #41
                        EDIT: Further reading proved my comment irrelevant.
                        Last edited by Bostock; November 3, 2010, 04:15.
                        So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

                        Comment

                        • camlost
                          Sangband 1.x Maintainer
                          • Apr 2007
                          • 523

                          #42


                          Winner in 1.17M turns.

                          Oath of Iron is much better, due to the low HP, if you ask me. That makes me glad I increased low level HP across the board. Dark-elves shouldn't have to turn to the OoI to survive.
                          a chunk of Bronze {These look tastier than they are. !E}
                          3 blank Parchments (Vellum) {No french novels please.}

                          Comment

                          • NotMorgoth
                            Adept
                            • Feb 2008
                            • 234

                            #43
                            Congratulations on the win (and probably also the competition victory, as it seems unlikely that anyone else will beat your turncount within the timeframe of the competition..)

                            How did you find throwing in the late game? My experience has always been that it is powerful early on but becomes troublesome towards the end of the game because throwing weapons take up so much inventory/quiver space.

                            It seems that the forging skill made a big difference as you were able to get a lot of weapons with good damage dice and useful brands/powers like returning and impact that are hard to find in the dungeon.

                            Comment

                            • Bostock
                              Swordsman
                              • Aug 2007
                              • 335

                              #44
                              I ran a pure-throwing character recently (died to Thuringewil at D:70ish) and by the end, with crits, I was getting hundreds of damage per turn, maybe even an occasional 1K.

                              We'll see about the competition victory. ;-) Not that I'm guaranteeing anything. At all...
                              So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

                              Comment

                              • NotMorgoth
                                Adept
                                • Feb 2008
                                • 234

                                #45
                                Heh, yes, in the previous version camlost left in some debug information so you knew exactly how much damage you did with each attack - I miss that in the new version as it really helped me learn about how combat works and which weapons are best...

                                As far as throwing goes - I have a (still alive) character on about DL70 who uses throwing as one of the main attacks, but does not have the Oath of Iron or weapon forging. I have seen damage of 500+ from one throw followed by less than 10 damage the following turn, so overall I am finding devices a more reliable means of attack.

                                Comment

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