Caveats:
I'm a N00b. I've never had a character over level 30 or survive deeper than 1250' despite playing Angband off and on for quite a while now. (I also played Moria long ago, but I also tend to start fresh if I haven't played a character in a while.) I did not play 3.0.7, 3.0.8 or any of the nightlies/bugfixes in the interim. Thus, my experience with 3.0.9 is fresh off my last death in 3.0.6. Some of what I point out are probably changes made in 3.0.7 or 3.0.8. Sorry - I'm taking it as one lump here. I hope the fact that I've missed a version or two hasn't made them permanantly entrenched changes.
Many of these are personal issues from a user interface standpoint, as changes below that level may very likely escape my inexperienced notice for some time. I'd consider this post like a chapter of "The New Angband Thru an Inexperienced Player's Eyes". Add salt, shake well, your mileage may vary, IANAL.
Cons/Bugs/Gripes:
- Numbered options (like in the interface options main menu) do not appear to play nicely with standard arrow keys (ie. not the numeric keypad) in my install of the windows version. Numlock on/off does NOT change this fact. In the "options menu" (=) I can use the up arrow normally, but the down arrow is treated as a '2'. Right arrow is treated as '\r' and left arrow is treated as '4'. While I can understand using right arrow as "enter submenu", down arrow should probably not behave this way . This also affects the "browse knowledge" menu, since the down arrow tries to select "2) Artifact Knowledge". In this case, right arrow behaves inconsistently, acting as '6' instead of "enter submenu". Is this some problem with my install, or a bug caused by having numbered options instead of lettered?
Also, if I press '2' (on upper row of keys) while in a shop, I get "down arrow" behavior instead of either an error message (invalid command) or an ignored keypress. (I get "up arrow" on pressing '8', which is consistent.) Is this behavior normal and expected?
- Shop commands are now inconsistent when buying an item when compared to all of the other inventory commands, which are always "select action, select item". Compare - (G)et/buy, (A) and (G)et/Buy, (B). vs. using (G)+Enter to buy one item, and (H)+Enter for another. Saving some keypresses by removing haggling is all right, but I'm not so sure about the rest.
Consistency here is better than saving a keypress or two, IMO, since the old way behaved like all other commands, and buying items in the shops is not as frequent as selling - which still remains unchanged as (D)rop/Sell+(A), making me wonder why this was done at all. In addition, items are now strangely enumerated, since "d" is now used to sell, and can't be dual used as an item "number" in the enumeration of shop inventories. Hence, selling and buying are now handled differently at the command level for no apparent (to me) reason.
Also, since "enter" will now buy an item, it's possible to buy an item that's selected and has quantity 1 by simply pressing enter twice. This is (to me) an undesirable event and behavior, since I cannot use keymaps within the shop interface, meaning I can't rebind [Enter] to the old behavior in all cases.
Also, the "G" key is no longer usable in shops, and I tended to use this when buying. Instead this now positions me to an item. Is there a way to fix this behavior at the end-user level?
I don't want to revert to a fossilized version (3.0.6) but the shop interfaces really clash for me. I've already carelessly bought two items by exercising the "[enter] clears all haggling messages, flavor messages and prompts" habit from 3.0.6 while an item with one quantity was selected. I'm just not seeing why the change to shop interfaces was needed or desirable. Why was this changed - to save a couple of keypresses on the fairly rare cases where a user buys something after clvl 20? If it's the addition of mouse support, is there a reason why the mouse could not be handled differently from the keyboard? (ie. clicking starts the buy process for the clicked item, keys remain unchanged)
- One of the first things I did was create a keymap of " " for the enter key to avoid the menu pop-up. Maybe newer players will like it, but I'm not fond of it, since I use the numeric keypad enter to clear -more- prompts and messages regularly. That's a very minor nitpick, since I can rebind it. Possibly better to use a different key for the menu by default, since \r can clear messages with no -more- prompt, but [Enter] no longer can?
Pros/Bennies/Kudos:
- I like the colorization changes (shop prices/lite radius on torches in item desc/uniques in monster list). Many Thanks!
- Monster list no longer displays the ASCII tile when using graphics. This saves me some desktop space in my subwindow setup, which I like.
- Added the browse-a-spell feature in spellbooks. Another nice addition which I love, since I play casters exclusively. Describing how a new ability works is simply good practice for games.
Feature Suggestions/Requests:
- Blows per round in the item description for unequipped items. (You don't really want to equip that unidentified dagger just to find out if you qualify for two hits per round, do you?) This would bring fighter-types into closer parity with mages in the understanding-native-abilities category, now that browse-a-spell has been added. This display should NOT consider things like "Extra blows" for unID'd items, but a basic display of 'if this is an unenchanted item, you'd get x attacks' would be nice.
More as I come across it...
I'm a N00b. I've never had a character over level 30 or survive deeper than 1250' despite playing Angband off and on for quite a while now. (I also played Moria long ago, but I also tend to start fresh if I haven't played a character in a while.) I did not play 3.0.7, 3.0.8 or any of the nightlies/bugfixes in the interim. Thus, my experience with 3.0.9 is fresh off my last death in 3.0.6. Some of what I point out are probably changes made in 3.0.7 or 3.0.8. Sorry - I'm taking it as one lump here. I hope the fact that I've missed a version or two hasn't made them permanantly entrenched changes.
Many of these are personal issues from a user interface standpoint, as changes below that level may very likely escape my inexperienced notice for some time. I'd consider this post like a chapter of "The New Angband Thru an Inexperienced Player's Eyes". Add salt, shake well, your mileage may vary, IANAL.
Cons/Bugs/Gripes:
- Numbered options (like in the interface options main menu) do not appear to play nicely with standard arrow keys (ie. not the numeric keypad) in my install of the windows version. Numlock on/off does NOT change this fact. In the "options menu" (=) I can use the up arrow normally, but the down arrow is treated as a '2'. Right arrow is treated as '\r' and left arrow is treated as '4'. While I can understand using right arrow as "enter submenu", down arrow should probably not behave this way . This also affects the "browse knowledge" menu, since the down arrow tries to select "2) Artifact Knowledge". In this case, right arrow behaves inconsistently, acting as '6' instead of "enter submenu". Is this some problem with my install, or a bug caused by having numbered options instead of lettered?
Also, if I press '2' (on upper row of keys) while in a shop, I get "down arrow" behavior instead of either an error message (invalid command) or an ignored keypress. (I get "up arrow" on pressing '8', which is consistent.) Is this behavior normal and expected?
- Shop commands are now inconsistent when buying an item when compared to all of the other inventory commands, which are always "select action, select item". Compare - (G)et/buy, (A) and (G)et/Buy, (B). vs. using (G)+Enter to buy one item, and (H)+Enter for another. Saving some keypresses by removing haggling is all right, but I'm not so sure about the rest.
Consistency here is better than saving a keypress or two, IMO, since the old way behaved like all other commands, and buying items in the shops is not as frequent as selling - which still remains unchanged as (D)rop/Sell+(A), making me wonder why this was done at all. In addition, items are now strangely enumerated, since "d" is now used to sell, and can't be dual used as an item "number" in the enumeration of shop inventories. Hence, selling and buying are now handled differently at the command level for no apparent (to me) reason.
Also, since "enter" will now buy an item, it's possible to buy an item that's selected and has quantity 1 by simply pressing enter twice. This is (to me) an undesirable event and behavior, since I cannot use keymaps within the shop interface, meaning I can't rebind [Enter] to the old behavior in all cases.
Also, the "G" key is no longer usable in shops, and I tended to use this when buying. Instead this now positions me to an item. Is there a way to fix this behavior at the end-user level?
I don't want to revert to a fossilized version (3.0.6) but the shop interfaces really clash for me. I've already carelessly bought two items by exercising the "[enter] clears all haggling messages, flavor messages and prompts" habit from 3.0.6 while an item with one quantity was selected. I'm just not seeing why the change to shop interfaces was needed or desirable. Why was this changed - to save a couple of keypresses on the fairly rare cases where a user buys something after clvl 20? If it's the addition of mouse support, is there a reason why the mouse could not be handled differently from the keyboard? (ie. clicking starts the buy process for the clicked item, keys remain unchanged)
- One of the first things I did was create a keymap of " " for the enter key to avoid the menu pop-up. Maybe newer players will like it, but I'm not fond of it, since I use the numeric keypad enter to clear -more- prompts and messages regularly. That's a very minor nitpick, since I can rebind it. Possibly better to use a different key for the menu by default, since \r can clear messages with no -more- prompt, but [Enter] no longer can?
Pros/Bennies/Kudos:
- I like the colorization changes (shop prices/lite radius on torches in item desc/uniques in monster list). Many Thanks!
- Monster list no longer displays the ASCII tile when using graphics. This saves me some desktop space in my subwindow setup, which I like.
- Added the browse-a-spell feature in spellbooks. Another nice addition which I love, since I play casters exclusively. Describing how a new ability works is simply good practice for games.
Feature Suggestions/Requests:
- Blows per round in the item description for unequipped items. (You don't really want to equip that unidentified dagger just to find out if you qualify for two hits per round, do you?) This would bring fighter-types into closer parity with mages in the understanding-native-abilities category, now that browse-a-spell has been added. This display should NOT consider things like "Extra blows" for unID'd items, but a basic display of 'if this is an unenchanted item, you'd get x attacks' would be nice.
More as I come across it...
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