Angband 4.2.3

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  • Werbaer
    replied
    Originally posted by mountain_monk
    Then it was a cave level that had a simple vault in it, but the vault would not be revealed by a magic map.
    Originally posted by Nick
    Not a bug

    This is a new, rare type of level ("gauntlet") first introduced in 4.2.1. It features two caverns joined by a labyrinth section, with the special conditions that
    • The player always arrives on the left cavern, and the only downstairs are on the right;
    • The centre labyrinth portion (the gauntlet) is not mappable;
    • You cannot teleport from either the left cavern or the gauntlet (although you seem to have teleported from the left cavern - so maybe a bug there).
    So far this is the only use of unmappable areas and no teleport areas; there is no use of no ESP areas yet.
    (at least 10 characters of text needed)

    Leave a comment:


  • mountain_monk
    replied
    Bug?

    Hello,

    I don't really use github not sure if bug anyway. A few things I've never seen before and not listed as new features/changes.

    Recently had a new level which was peculiar in how long it took to create.

    Then it was a cave level that had a simple vault in it, but the vault would not be revealed by a magic map.

    I've attached screenshot. I was coming from the left side of screen, as I hit the vault I did a magic map and everything to the right showed up, but not the vault. Also attached screen after clearing vault.

    edit - fyi, compiled (which I've done many times) for raspberry pi
    Attached Files

    Leave a comment:


  • ewert
    replied
    Well, it is an opinion thing yeah. Personally, I feel that level should play a bigger role than race/class. I am lacking in my lore to give good examples I guess, but in the line of thinking for example that an epic level warrior is so experienced that yes, he can activate magic items. Whereas a newb mage's only skills are in activating stuff and casting a single spell.

    Total skill (class*level+race) would be more the bonus effects, while level modified with class would be the activate chance (level+class+race). In order of importance.

    Leave a comment:


  • Nick
    replied
    Originally posted by sffp
    Is there any reason that rods of Magic Mapping had their success rates nerfed?
    There was a long discussion about the change that led to this in this development thread and this issue.

    This is not the first complaint there's been, we may need to tweak parameters.

    Leave a comment:


  • Pete Mack
    replied
    No. It should be depth 30 with initial frequency 0 to make it easier.

    Originally posted by sffp
    Is there any reason that rods of Magic Mapping had their success rates nerfed?

    I mean, it's a utility spell. I don't use it much in battle. I just have to keep hitting n 10 times in a row (33% - sure it is...)

    It's really just an annoyance.

    Leave a comment:


  • sffp
    replied
    Is there any reason that rods of Magic Mapping had their success rates nerfed?

    I mean, it's a utility spell. I don't use it much in battle. I just have to keep hitting n 10 times in a row (33% - sure it is...)

    It's really just an annoyance.

    Leave a comment:


  • Nick
    replied
    Originally posted by mrfy
    If I hit escape, the potions aren't identified, they're still listed as "Gold Potions". But I already know what they are from the attempt to quaff. Selecting an option to breathe then does it and identifies them as Dragon Breath. Seems like a bug.
    This is fixed in the latest build, fix by backwardsEric.

    There is also a change, suggested by Julian, so the keymap termination key is '=' instead of '$'. This is to allow the $ key to be used for future commands or keymaps, where the = kay is already a command and unlikely to be used in keymaps. Apologies to all the people who had a keymap for changing their hitpoint warning or whatever

    Leave a comment:


  • Nick
    replied
    Originally posted by mrfy
    From latest nightly:

    You see 3 Gold Potions.

    I attempt to quaff and I get the choice to randomly breathe, or select a cone of fire or frost.

    If I hit escape, the potions aren't identified, they're still listed as "Gold Potions". But I already know what they are from the attempt to quaff. Selecting an option to breathe then does it and identifies them as Dragon Breath. Seems like a bug.
    Agreed, thanks.

    Leave a comment:


  • mrfy
    replied
    From latest nightly:

    You see 3 Gold Potions.

    I attempt to quaff and I get the choice to randomly breathe, or select a cone of fire or frost.

    If I hit escape, the potions aren't identified, they're still listed as "Gold Potions". But I already know what they are from the attempt to quaff. Selecting an option to breathe then does it and identifies them as Dragon Breath. Seems like a bug.

    Leave a comment:


  • ewert
    replied
    Originally posted by malcontent
    I was surprised that my CL48 Druid only had a 38% chance of success to activate Power Dragon Scale Mail. After failing a few times, I gave up and eventually finished without ever activating the PDSM.

    I think I read that some of the activation rates were decreased in 4.2.3, but wow, that seems a bit harsh.
    Yea saw bit of the same.

    On average, my opinion is that max level chars shouldn't be over 10% fails, no matter the item. If it is a class that's supposed to be good, close to 1% fail should be norm for most things (RNG will still kill you eventually if you rely on them in life or death situations).

    During leveling, the fail rates can be harsh, but end points shouldn't be insane. This reminds me of pseudo id back in the day, when it was totally pointless for most classes...

    Leave a comment:


  • malcontent
    replied
    I was surprised that my CL48 Druid only had a 38% chance of success to activate Power Dragon Scale Mail. After failing a few times, I gave up and eventually finished without ever activating the PDSM.

    I think I read that some of the activation rates were decreased in 4.2.3, but wow, that seems a bit harsh.

    Leave a comment:


  • Egavactip
    replied
    Originally posted by Nick
    The latest release from the releases page has the following changes to monsters:
    • Abyss worm masses, hasty ents, hounds of Tindalos, Makar and storms of unmagic are rarer;
    • Greater Balrogs, Lungorthin and Gothmog no longer tunnel.
    Let's see how that goes. I have some ideas about making monster pathfinding less effective, but would like to get an idea of how things stand now first.
    Glad to hear all this. I pointed out these out a while ago as being particularly frustrating.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nick
    for now
    ... ... ...

    Leave a comment:


  • Nick
    replied
    Originally posted by sffp
    Wasn't that way in 4.2.2 or 4.2.1...
    Yes, my bad - it should have been removed in 4.2.0

    The 'p' key is free for now, so you can easily set a keymap to it.

    Leave a comment:


  • sffp
    replied
    Originally posted by Pete Mack
    With addition of 2 more realms, all casting has been unified to 'm'. ('P' is still peruse.)
    I suppose the alternative was to add 'c'urse and 's'ing. Ypu can always add a keymap.
    Wasn't that way in 4.2.2 or 4.2.1...

    It would make sense if you changed it to something else - but to just unmap it.
    ick.

    p has always been more convenient for my spell casting.

    Would rather be able to remap m

    Leave a comment:

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