Question about randarts

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  • Malak Darkhunter
    Knight
    • May 2007
    • 730

    Question about randarts

    I am playing Vanilla r1215 with randarts on. Does each game generate a new set of artifacts, or are the same ones every time? This is the first time I have tried playing with randarts on.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by Malak Darkhunter
    I am playing Vanilla r1215 with randarts on. Does each game generate a new set of artifacts, or are the same ones every time? This is the first time I have tried playing with randarts on.
    Randarts are generated at birth (on older machines you can see a noticeable pause before the town screen appears for the first time). They're then static for the duration of that character, and a completely new set is generated at the birth of the next character.

    CC
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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    • Malak Darkhunter
      Knight
      • May 2007
      • 730

      #3
      Thanks, I sort of thought it was that way but had never tested it. Randarts make the game a little more interesting, something new each time you play.

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      • Elsairon
        Adept
        • Apr 2007
        • 117

        #4
        Looking for the same items over and over isn't as fun for me. Once I started playing w/ rand-arts I have not looked back.

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        • Larvitz
          Adept
          • Dec 2008
          • 115

          #5
          Does randarts actually make all new artifacts? Or does it just modify a couple things about the existing ones? And where can I get the nightly builds, ((isn't that what the r"----"'s are?))
          I is the Larva. <3

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          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #6
            All the artifacts are completely randomized, with the caveat that the "power" of the new artifacts is supposed to be the same as the old ones.



            Or follow the instructions in the sticky "how to compile V & Un" thread.

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            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by Pete Mack
              All the artifacts are completely randomized, with the caveat that the "power" of the new artifacts is supposed to be the same as the old ones.



              Or follow the instructions in the sticky "how to compile V & Un" thread.
              Apparently my randart code (which is in r1228 and on) crashes on both Windows and OSX. Sorry about that - I'm not really sure how, but I will look into it as soon as I get a couple of log files. It works fine on Linux, and it shouldn't be hard to fix once I work out why it's crashing.

              CC
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #8
                I wouldn't be sure it works on Linux either. Your comment about where you put the logfile sounded dangerous. Many users do not have write permission to that directory, so the question is whether failure to write to the logfile will cause a crash.

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                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by PowerDiver
                  I wouldn't be sure it works on Linux either. Your comment about where you put the logfile sounded dangerous. Many users do not have write permission to that directory, so the question is whether failure to write to the logfile will cause a crash.
                  Well, yes and no. You're quite right that I should have listened to that guilty voice telling me that it was sloppy not to use proper pathing for the logfile, but that at least would be a crash that was easy to understand and fix. Unfortunately I've done something worse, which results in division by zero during rarity calculation, which means I have somehow introduced an illegal object sval into choose_item, I think.

                  Anyway, at least I can fix both with a single commit. Soon, I hope.

                  CC
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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