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I'm pretty sure this is not the case with ewert's no selling change. You can buy, but you can't sell. You may be thinking of a previous iteration, I'm not sure that takk was talking about the no-buying version.Comment
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Done. #1206.
And also, something I can't confirm yet but it has drawn my attention: game offered me to identify =Protection with known pval. I don't understand how did it get IDed at first. I'll try to reproduce it when I see another ring.
UPDATE:
Ok, now I can confirm it: pval of every known ring flavor is seen immediately, even before picking it up. But after you've picked it up, it's listed in the prompt of identify command.
P.S. In fact, this applies to amulets too.Last edited by Ycombinator; November 17, 2010, 21:16.Comment
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He wasn't, for sure. Stores function as normal (with no buyout button, ha!), but you can't sell anything. (IMO we should allow selling for 0 gold for ID purposes - not sure if iVanilla has that.)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I cannot reproduce #1206 - whenever I type an unknown key it just says "Type '?' for help.", like always.Done. #1206.
And also, something I can't confirm yet but it has drawn my attention: game offered me to identify =Protection with known pval. I don't understand how did it get IDed at first. I'll try to reproduce it when I see another ring.
UPDATE:
Ok, now I can confirm it: pval of every known ring flavor is seen immediately, even before picking it up. But after you've picked it up, it's listed in the prompt of identify command.
The ID bug is now #1208.
#1204 has been fixed as of today's nightly build."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Oops. I apologize, I've just noticed that I was following takkaria's branch on github, not angband master. Didn't realize the repo was changed after initial transition to git announcement.
I've closed #1206 as invalid.Comment
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what were you working on besides dropping vaults over other rooms?
I have things I want to change but they mainly are pet projects.
(i.e. returning junk to the floor and allowing it to indicate what monsters may be nearby.)Comment
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I've fixed that in my branch now, anyway, thanks for the report
takkaria whispers something about options. -more-Comment
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"Working on" may be a strong word, but here were my ideas (somewhat inspired by UnAndrew's work)... some of these may not fit V but most probably could:
0. Readd junk/flavor items (but keep their use targeted)
1. Different level layout styles (e.g. cave feel, open feel, twisty corridor feel, fortress/castle feel, small feel, labyrinth feel)
2. New floor terrain types (e.g. water, for underground lakes rivers, etc)
3. Either individual dungeon stores and/or dungeon towns (probably not for V, but maybe)
4. Better monster themes/matching (e.g. sets of connected rooms that have similar monsters, certain types of matching junk items or warning signs)
5. Make monster pits rarer and/or more interesting
6. Fewer stairs placed in corridors, more stairs placed in rooms (potentially in guarded rooms); consider placing more or fewer stairs depending on level style/layout/depth
7. Remove traps or make them more interesting
Anyway, that's a general sampling of what I have in mind to try out. Some of these things may never get out of my personal repo, but my goal is to try to make better use of Angband's 100 dungeon levels.
I really object to the way the current generation process randomly restarts itself--it makes it hard to reason about the level generation. Also, I think that overall the levels are too similar and uninteresting (although this may only be because I've read the algorithm and also played a lot of Angband).Comment
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Noticed that this version still has that broken color scheme where you fight Ancalagon the violet, Ar Pharazon the violet and Balrog the Nalfeshnee impersonator and so on.
I had those fixed twice already. Now can I get my version to official release?Comment
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I'm sorry the ball got dropped on this.
If you can post either a patch to monster.txt or change to the current version which fixes the colors, I'd be happy to pull it into my repo for testing.
EDIT: To be clear, this was a version you made where there were no uniques and non-uniques who shared colors, right?Comment
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"now" should have been "how". Typo.I'm sorry the ball got dropped on this.
If you can post either a patch to monster.txt or change to the current version which fixes the colors, I'd be happy to pull it into my repo for testing.
EDIT: To be clear, this was a version you made where there were no uniques and non-uniques who shared colors, right?
Yes, that was the version. Usually difference is small like Grip having a bit darker white than White wolf (W instead of w). I also modified several non-uniques like Winged Horrors no longer sharing same color with Ravens.
What do I have to do to make that "pull" possible?Comment
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As long as your copy of monster.txt was created from the version from July 18, 2010 (the last time monster.txt changed) then you can just attach it to a post here and I'll download it."now" should have been "how". Typo.
Yes, that was the version. Usually difference is small like Grip having a bit darker white than White wolf (W instead of w). I also modified several non-uniques like Winged Horrors no longer sharing same color with Ravens.
What do I have to do to make that "pull" possible?
It probably won't get pushed to master until I negotiate with the other devs (read: Magnate) about this. I think there had been some talk of making purple uniques an option. But I will go ahead and pull it into my repo so it doesn't fall off the radar.Comment

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