Angband 3.2 released!

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  • Magnate
    replied
    Originally posted by Chud
    One of the bug fixes listed is "fix level feelings" - am I right in thinking that this is a fix just for the object-depth issue described in the ticket, and that level feelings overall are still generally semi-broken or at least semi-not-very-meaningful as has been discussed on and off for quite awhile?
    Yes. There is an outstanding ticket for fixing level feelings properly, I think it's #50. Yes, it is - it's the 2nd oldest outstanding ticket. I hope to have it fixed for 3.3

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  • Chud
    replied
    One of the bug fixes listed is "fix level feelings" - am I right in thinking that this is a fix just for the object-depth issue described in the ticket, and that level feelings overall are still generally semi-broken or at least semi-not-very-meaningful as has been discussed on and off for quite awhile?

    Leave a comment:


  • awldune
    replied
    Originally posted by Magnate
    Just to clarify for all the people out there who might notice odd little visual quirks with 3.2 - there are two key issues to resolve before reporting any bugs for this type of issue:

    1. Does it happen when you switch off graphical tiles and just play with ascii? Even if you never play with ascii, please check this before reporting the bug as it will be helpful in tracing it.

    2. Does it happen only with any kind of "bigtile" mode (i.e. if tile_width or tile_height > 1), or does it happen with normal-sized tiles? Again, it will be very helpful if you can answer this for us.

    Thanks.
    I don't use tiles. I am using the 10x20 font if that would be possibly relevant.

    Trying to replicate the glitch with a new copy of angband 3.2 I can't seem to get it again. Maybe it was something really dumb like the window was partially offscreen.

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  • PowerDiver
    replied
    Originally posted by Timo Pietilä
    I would like to have option in options-screen. All of them, because they are options.
    What you call "birth options" are in fact "difficulty settings", not options.

    I don't have a strong preference about any of this stuff. I just cannot shake my training in designing user interfaces. If there is a group that feels strongly about this stuff and agrees on what to do, then we should do it their way.

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  • Magnate
    replied
    Originally posted by buzzkill
    Full knowledge of the contents of all shops is available to the player on turn one, before any of the shops have been visited.
    Yes, that's intentional. I suppose it would be possible to prevent those knowledge menu entries showing up until the shops have been visited for the first time, but it seems like a lot of work for little gain. Patches welcome though.

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  • buzzkill
    replied
    Full knowledge of the contents of all shops is available to the player on turn one, before any of the shops have been visited.

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  • Magnate
    replied
    Originally posted by pampl
    Another bug in the same vein: using the create monster command and entering a name (rather than a number) causes a crash.
    I've added both these issues to ticket #765, which is our "improve wizard mode" ticket.

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  • pampl
    replied
    Originally posted by d_m
    I've seen this bug before, and it's worth reporting, but I consider it a lower priority than the game play bugs that affect regular users
    Another bug in the same vein: using the create monster command and entering a name (rather than a number) causes a crash.
    Originally posted by PowerDiver
    Is your point to avoid picking up an object twice because you forgot if you picked it up already? Are you worrying about what to sell?
    Not what to sell, but I have a feeling you'll like my answer even less. I like collecting artifacts and prioritize that above upgrading EQ, so though there are still ego items I might want to bring to town for identification I'd rather fill that slot with an artifact.

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  • Timo Pietilä
    replied
    Originally posted by Nick
    Maybe code could be incorporated from some variant which does an extended 'C' screen that shows exactly the character dump, but with nice colours for extra information. Oh, wait, I think FA has that...
    I would like to have option in options-screen. All of them, because they are options.

    Looking options somewhere else than options-screen doesn't sound good for me. It is like the "interact with visuals" where editing them is in knowledge-menu and dumping/loading/resetting is in options-menu. It just doesn't make any sense having one part in in one place and other in another for any single game feature.

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  • PowerDiver
    replied
    Originally posted by pampl
    Now that artifacts are sort-of ID-on-pickup, can we get a {checked} auto-inscription for stuff we pick up? It could help when rifling through a vault's goods, when you aren't sure if artifacts will fill your inventory or if you'll need to start psuedo-IDing and taking home ego items.
    There's {tried} for stuff put on. For stuff you don't put on, if the only thing you care is that it is not an artifact, squelching all but artifacts takes care of the problem.

    The question is whether the clutter of putting a {picked up} inscription on things you pick up but do not wield is worthwhile. I'm not saying it isn't worthwhile, but I've never been able to convince myself that it is worthwhile either.

    Is your point to avoid picking up an object twice because you forgot if you picked it up already? Are you worrying about what to sell?

    I have a feeling the right answer to your question is no_selling and the removal of sticky curses. But then, I think those are the answers to many many questions.

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  • Nick
    replied
    Originally posted by PowerDiver
    If you cannot change the birth options, I don't think they should be displayed the same way as options you can change. So I'd rather they show up in some extension of the 'C'haracter screens or something.
    Maybe code could be incorporated from some variant which does an extended 'C' screen that shows exactly the character dump, but with nice colours for extra information. Oh, wait, I think FA has that...

    Leave a comment:


  • pampl
    replied
    Now that artifacts are sort-of ID-on-pickup, can we get a {checked} auto-inscription for stuff we pick up? It could help when rifling through a vault's goods, when you aren't sure if artifacts will fill your inventory or if you'll need to start psuedo-IDing and taking home ego items.

    Leave a comment:


  • Magnate
    replied
    Originally posted by Derakon
    Actually, putting them onto the 'C' screens makes sense to me. Those screens provide general information on the status of your game, and that should include any special rules you're operating under.
    Yes, that logic works for me too.

    Leave a comment:


  • Derakon
    replied
    Actually, putting them onto the 'C' screens makes sense to me. Those screens provide general information on the status of your game, and that should include any special rules you're operating under.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by takkaria
    I think it's a good idea to allow people to see the birth options outside of birth, so people can tell what their options are...
    I was trying to figure out how to explain my position when I realized you are right and I was mistaken. You definitely need to be able to see whether you are playing with randarts on, e.g., and making and checking a dump is not the answer.

    I guess my problem is that I think that things that look similar should act similarly. If you cannot change the birth options, I don't think they should be displayed the same way as options you can change. So I'd rather they show up in some extension of the 'C'haracter screens or something. I'm not sure my position makes sense, but there it is.

    Leave a comment:

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