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.
Question about randarts
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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 -
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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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.Comment
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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.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.
CC"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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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.Comment
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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 BeatlesComment
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