NarSil 1.3.0

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  • Nick
    replied
    Originally posted by Infinitum
    No idea. It's been a while, and torches seem to combine/stack in inventory as expected atm.
    Cool, thanks.

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  • Infinitum
    replied
    No idea. It's been a while, and torches seem to combine/stack in inventory as expected atm.

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  • Nick
    replied
    Finally getting back to a bit of work on this, a question:

    Originally posted by Infinitum
    *The game no longer combines torches, at least not automatically.
    Can you explain what you expected and what happened?

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  • backwardsEric
    replied
    Originally posted by wobbly
    The range on serpent breathes is wrong. It's vanilla ranges rather then the shorter Sil breathes.
    That is likely only a display issue. The damage attenuation with range should match Sil 1.3.

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  • wobbly
    replied
    The range on serpent breathes is wrong. It's vanilla ranges rather then the shorter Sil breathes.

    Level generation looks "wrong", hard to work out what exactly, but if you compare the ratio of "room space"/"empty space" between Narsil and Sil. Narsil is more cramped.

    Item generation seems very generous.

    Combat seems out, I ran an Edain to confirm, I had to put effort in to getting myself killed.

    I'll try and find more time to test, and make some less vague coments, but you can definetely feel a lot that is out.

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  • Infinitum
    replied
    *Managed to Id a bow of Gondolin by striking an unseen target (orc in this case) in the dark.
    *Just realized I've yet to see equipment being degraded or destroyed by acid. Not a bug report; good riddance.
    *Checking the Bane ability doesn't say how many monsters of a given type you've killed, nor what the current bonus is.
    *Autopicking an arrow with an empty quiver and full inventory makes you drop the arrow, doesn't put it in the quiver slot.
    *Getting knocked out by a Silent Watcher softlocks you (and the game) until something else kills you. Ouch.
    Last edited by Infinitum; September 28, 2023, 23:14.

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  • Infinitum
    replied
    Originally posted by Nick
    Is this happening when you take the last step off the bottom of the map?

    EDIT: There have been a bunch of fixes gone up in the last couple of days; note that the most recent of these (1.3.0-39-gd4b8de4ef) breaks savefiles.
    Yes, the game CTD immediatly on PC reaching the southernmost tile of the map.

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  • Infinitum
    replied
    Originally posted by backwardsEric
    So an ability that's been taken should not show its prerequisites but should show what it does and have its name in bright white in the list. So for that character, the expected behavior is dexterity in the stealth tree appears in bright white and its description is "You gain a point of dexterity." while the one in the evasion tree is also in bright white and its description is "You gain a point of dexterity." There should also be a +2 to dexterity (in addition to whatever other bonuses there are) on the character screen. If that's not what you see, then perhaps https://github.com/NickMcConnell/NarSil/issues/260 wasn't completely resolved, and the abilities with the same names in different trees still have problems.
    Didn't take the stealth Dexterity one due to not having enough points of stealth invested, and the description of the untaken ability disappeared. If you can use the console to assign a lot of XP to a character it shouldn't be that hard to replicate?

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  • Nick
    replied
    Originally posted by Infinitum
    Stat potions does seem to work, however they heal stat damage when quaffed atm, not when the buff wears off like in vanilla.
    I'm calling that good enough

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  • backwardsEric
    replied
    Originally posted by Infinitum
    Checked my save from the gates of Angband and the Dexterity ability is blank. It does show on a new character though. I did get Dexterity from the Evasion tree as well in the endgame though; maybe the game logic refers to them as the same ability somewhere?
    So an ability that's been taken should not show its prerequisites but should show what it does and have its name in bright white in the list. So for that character, the expected behavior is dexterity in the stealth tree appears in bright white and its description is "You gain a point of dexterity." while the one in the evasion tree is also in bright white and its description is "You gain a point of dexterity." There should also be a +2 to dexterity (in addition to whatever other bonuses there are) on the character screen. If that's not what you see, then perhaps https://github.com/NickMcConnell/NarSil/issues/260 wasn't completely resolved, and the abilities with the same names in different trees still have problems.

    Leave a comment:


  • Nick
    replied
    Originally posted by Infinitum
    Also tried allowing the buffs to time out before attempting to win but the game still CTD before the end screen. Truly, Angband is warded not only by steel and stone, but also an ancient curse most wicked and foul..
    Is this happening when you take the last step off the bottom of the map?

    EDIT: There have been a bunch of fixes gone up in the last couple of days; note that the most recent of these (1.3.0-39-gd4b8de4ef) breaks savefiles.
    Last edited by Nick; September 18, 2023, 21:36. Reason: More info

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  • Infinitum
    replied
    Checked my save from the gates of Angband and the Dexterity ability is blank. It does show on a new character though. I did get Dexterity from the Evasion tree as well in the endgame though; maybe the game logic refers to them as the same ability somewhere? Also had Assassination and Opportunist from the stealth tree, but don't see why that would mess up any logic.

    Correct on the spider/message not spawning. Was in a combat situation iirc, might've been surrounded by other monsters/traps? Did get some ancient spiders from webs after writing the bug report, so the game not being able to place them due to circumstances sounds about right then.

    Also tried allowing the buffs to time out before attempting to win but the game still CTD before the end screen. Truly, Angband is warded not only by steel and stone, but also an ancient curse most wicked and foul..
    Last edited by Infinitum; September 18, 2023, 21:00.

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  • backwardsEric
    replied
    Originally posted by Infinitum
    *Getting caught in a web at 950' doesn't always spawn a spider.
    I presume you didn't get the "A spider descends from the gloom." message and didn't see a spider nearby. From what I'm seeing in the code, that would also be possible with Sil 1.3. NarSil should have lower chances of that happening than Sil (it should find an appropriate grid within the distance constrain if there is one; in Sil that's a stochastic process; also NarSil is allowing a larger range of distances).

    In case it matters, was it on the the first time the web was hit or upon entering it again?

    Originally posted by Infinitum
    The stealth Dexterity ability lacks requirements.
    From what I'm seeing the prerequisites are the same as Sil 1.3: 11 points invested in stealth and no requirements on specific abilities taken.

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  • getter77
    replied
    What a fine surprise to return to!

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  • Infinitum
    replied
    *Encountered Tevildo without the Thane. Not seeing him in monster memory either. Needs confirmation.
    *Finally found Oikeroi shacking up with Scatha the Worm.
    *Song of Staying doesn't raise armor, at least not on the ui. It does buff will.
    *Gorged status still in. Pretty sure this was scrapped in vanilla as well? Didn't do much except getcha if you entered the throne fight full.
    *Getting caught in a web at 950' doesn't always spawn a spider.
    *Calris doesn't seem to give frost weakness.
    *Upon closing the program and restoring a saved game, player seems to have forgotten a lot of known items? Especially weapon egos. Needs confirmation.
    *The stealth Dexterity ability lacks requirements.
    *Morgoth Bauglir is killable by mortals.
    *Grond lacks damage dice.
    *Freeing the second Silmaril CTD. Also ugh @ the Silmaril-prying mechanics in general.
    *"No message-vis for monster spell 17 cast by Morgoth, Lord of Darkness, please report this bug"
    *Confirming that a lot of weapons egos drops out of knowledge after restoring the game. Re-Id'ing Nargothrond and whatnot. Get new xp for rediscovering. Not sure about other item types.
    *Not a bug, but the ascent is a slog even without V breathing down your neck. Some changes I really liked from Sil-q was removing trapdoors and changing all staircases to up shafts.
    *Game CTD upon escaping Angband.
    Last edited by Infinitum; September 16, 2023, 21:12.

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