Angband 4.2.5

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  • quarague
    replied
    There are three apprentice mages next to the door and iirc they are smart enough to open the door if they are awake. So I think this works exactly as intended.

    If you are a low stealth character trampeling around nearby they will wake up, open the door and everyone will come out following them.

    If you are stealthy and maybe because you detected well you avoid the area near the door everyone will stay inside.

    If you open the door, whether on purpose or by accident everyone will come out.

    Leave a comment:


  • Pete Mack
    replied
    They're stuck behind an apprentice mage. None of those guys can push past weaker monsters.

    Leave a comment:


  • Chryana
    replied
    mages stuck in their room

    I think it's more a feature than a bug, but it looks like the mages are stuck in their nest; I walked right past their door on the upper right of the screenshot, and nobody came out. Not that I mind too much to be honest; my character is far too weak to take on those druids and sorcerors.
    Code:
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                 [/COLOR][COLOR="#FFFFFF"]LF:[/COLOR][COLOR="#C00000"]9[/COLOR][COLOR="#FFFFFF"]-[/COLOR][COLOR="#00FF00"]5 [/COLOR][COLOR="#FFFF00"]Light 5 [/COLOR][COLOR="#606060"]Study (1) [/COLOR][COLOR="#00FF00"]Fed 60 % DTrap [/COLOR][COLOR="#FFFFFF"]Open floor                                                                
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  • eschiss1
    replied
    Originally posted by backwardsEric
    The borg is only compiled in if the preprocessor macro, ALLOW_BORG, is set. There's currently no formal switch via configure or cmake to turn on or off compilation of the borg. Builds via configure, Makefile.nmake, and Makefile.osx all build the borg by default (remove the setting of ALLOW_BORG in src/Makefile, src/Makefile.nmake, or src/Makefile.osx to disable that).

    If I'm reading the code correctly, borgs are only scored if the preprocessor macro, SCORE_BORGS is set. That macro is not set by default in any standard build.
    If say one is using one's instance of 4.2.5 only for borg viewing or just doesn't care about whether they're in the high score list, might be nice to have a borg.txt toggle that controls it instead, in my opinion- any thoughts though?

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Grotug
    Lurkers and trappers aren't really invisible, they're just super camouflaged (is how I remember their description).
    You can be camouflaged while you wait. Once you attack, you are obvious. I might not notice a gray rug on the floor. When it stands up and moves 10 feet to attack me, I think I notice.

    I've probably seen dozens of examples in anime where a baddie is camouflaged as the surface of the floor. But before the fight starts in earnest, there is a pretty sequence where the villain coalesces so it can fight.

    I also have a problem with "true seeing". Camouflage, illusion, invisibility are all in the eyes of the physicist. In fantasy, true seeing almost always means the ability to see through illusions. IMO magical seeing should let you see the camouflaged *before* they attack, but I figure I'm alone on this point and won't press the argument.

    Leave a comment:


  • Grotug
    replied
    But exceptions to rules add depth and mystery! Which is sooo fitting for a game with this much depth and complexity. Lurkers and Trappers are another great addition to the "wtf is happening?" in Angband. Time attacks are another good example of this, as they override sustains and Hold Life. Rare exceptions to rules give a feeling of an expanded universe that isn't fully knowable and mysterious. They have to be rare enough to hold that place of exception and in order to have the shock factor, though, and I think Angband has struck this balance well. It's not like Angband has tons of nonsensical exceptions to the rules it sets forth. Anyway, aren't lurkers and trappers blended into their surroundings like how octopi have insane camouflage abilities? Lurkers and trappers aren't really invisible, they're just super camouflaged (is how I remember their description). I dunno, I think they're a cool novelty that shouldn't be nerfed for the sake of logic and order. And the fact that they don't move makes them not *totally* unfair. Chaos is a major theme in Angband, and time attacks and hard to pin down monsters fit this theme well in my mind.

    Thanks for the fix, backwarsEric.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by backwardsEric
    If others feel the same, lurkers (and trappers) could always appear like floors.
    If we are voting, I vote that See Invisible allows you to see things that are invisible.

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by Grotug
    I loved the befuddlement and bafflement of lurkers remaining a . on the dungeon floor. Eventually I figured out what was going on when using detection, which would show it's location. I think making it show up as an x takes away the whole fun and novelty of this creature. :-/
    If others feel the same, lurkers (and trappers) could always appear like floors. That would free up space in the tile sets to use for something else.

    For ASCII and the Windows front end, the mod to restore the pre 4.2.5 behavior is relatively simple. Copy font-win.prf from lib/customize to lib/user. Edit lib/user/font-win.prf to add this line to the end of the file:

    Code:
    monster-base:lurker:1:8

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by PowerDiver
    Why "deeper" rather than "anywhere"? Why even have torch artifacts if they are hard to control?

    I just played a game with substantial killing and vault looting, and I found the Star artifacts but did not see the base item lights. Checking the randart log, there were 2 Stars and a torch and a lantern. I tracked down torches and lanterns throughout the game, but I found neither the torch nor lantern artifacts. Covering rNexus and rDark were major annoyances all game, so the base item light artifacts would have been very helpful this game. None of the alloc lines even reached 70. Pretty much any artifact light would be more interesting at DL90+ than the last hundred *Slay Evil* weapons with hit dice less than a lochaber axe. Junk litters the dungeon. Why restrict the few items that might be useful?
    The torch base item now appears everywhere which avoids one depth limit for any artifacts based on it. The minimum and maximum level calculations that the randart code applies to an artifact based on its "power" (obj-randart.c:2867-2880) did not change. It sounds like you want no maximum level limit, which is what it was prior to Angband 4 (at least as far back as Angband 3.1.2).

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Nick
    [*]torch random artifacts can drop deeper in the dungeon
    Why "deeper" rather than "anywhere"? Why even have torch artifacts if they are hard to control?

    I just played a game with substantial killing and vault looting, and I found the Star artifacts but did not see the base item lights. Checking the randart log, there were 2 Stars and a torch and a lantern. I tracked down torches and lanterns throughout the game, but I found neither the torch nor lantern artifacts. Covering rNexus and rDark were major annoyances all game, so the base item light artifacts would have been very helpful this game. None of the alloc lines even reached 70. Pretty much any artifact light would be more interesting at DL90+ than the last hundred *Slay Evil* weapons with hit dice less than a lochaber axe. Junk litters the dungeon. Why restrict the few items that might be useful?

    # Random light of power 116
    namef Laquen
    base-object:light:Star
    graphics:~:Yellow
    level:20
    weight:5
    cost:15000
    alloc:14:22 to 69
    attack:0d0:0:0
    armor:0:0
    flags:FREE_ACT | NO_FUEL
    values:CON[4] | LIGHT[3]
    act:MAPPING
    time:50+1d50
    desc:Random light of power 116

    # Random light of power 108
    namef Anruth
    base-object:light:Wooden Torch
    level:40
    weight:22
    cost:100000
    alloc:4:21 to 64
    attack:1d1:0:0
    armor:0:0
    flags:FREE_ACT | NO_FUEL | LIGHT_2
    values:STR[4] | INT[3]
    values:RES_NEXUS[1]
    desc:Random light of power 108

    # Random light of power 86
    namef Luing
    base-object:light:Star
    graphics:~:Yellow
    level:15
    weight:5
    cost:30000
    alloc:27:19 to 51
    attack:0d0:0:0
    armor:0:0
    flags:FREE_ACT | NO_FUEL
    values:INT[1] | LIGHT[3]
    values:RES_ACID[1] | RES_COLD[1]
    act:MAPPING
    time:50+1d50
    desc:Random light of power 86

    # Random light of power 95
    name:'Giond'
    base-object:light:Lantern
    level:80
    weight:50
    cost:200000
    alloc:6:20 to 57
    attack:1d1:0:0
    armor:0:0
    flags:NO_FUEL | LIGHT_3
    valuesEX[3] | CON[2]
    values:RES_DARK[1]
    desc:Random light of power 95

    Leave a comment:


  • Grotug
    replied
    I loved the befuddlement and bafflement of lurkers remaining a . on the dungeon floor. Eventually I figured out what was going on when using detection, which would show it's location. I think making it show up as an x takes away the whole fun and novelty of this creature. :-/

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by Grotug
    My amulet showed up as having poison resistance even though my character sheet didn't, and even though the amulet did not, in fact, impart poison resistance.
    If you have a savefile with that amulet, posting a zipped copy of it here would help identify what went wrong.

    Originally posted by Grotug
    In other news, what happened to the Lurker?!?!? Seems it's been nerfed. It showed up as an x in the dungeon, instead of a .

    This change makes me very sad.
    That was an intentional change to resolve https://github.com/angband/angband/issues/3691 . In ASCII lurkers now should behave similarly to mimics (showing up as '.' until the player knows it is there).

    Leave a comment:


  • Grotug
    replied
    My amulet showed up as having poison resistance even though my character sheet didn't, and even though the amulet did not, in fact, impart poison resistance.

    In other news, what happened to the Lurker?!?!? Seems it's been nerfed. It showed up as an x in the dungeon, instead of a .

    This change makes me very sad.

    Leave a comment:


  • PowerDiver
    replied
    I've noticed a bug in 4.2.5 I never noticed in previous versions. I had 2 unided scrolls of enchant to hit in my pack, read and escaped out without using it, my pack reshuffled and then I had only one. When I rewound and read off the floor and escaped, both remained. Contact me if you want a savefile.

    P.S. The reason I automatically exit out when I learn the flavor is that to-hit and to-dam give the same message, and often I want to use to-hit on one weapon and to-dam on another. A different message would be nice.
    Last edited by PowerDiver; October 4, 2023, 23:57.

    Leave a comment:


  • Nick
    replied
    Originally posted by mrfy
    Minor typo probably, but when battling a silent watcher (from afar) I got this message a few times:

    "The baleful presence of $the silent watcher inspires your enemies."

    I'm assuming this is from it shrieking for help? Anyway, the $ probably shouldn't be there.
    Thanks, fixed.

    Leave a comment:

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