New nightly

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • jens
    Swordsman
    • Apr 2011
    • 348

    #16
    Originally posted by Magnate
    Harder than what? Than it used to be? I don't think they've been changed, but other devs can correct me.
    Yes, harder than it used to be... The thing is that the dot representing the floor has become a lot smaller in the new tiles, that means that different colors are a lot harder to see. Check the included image...

    Oh, and when testing this I also noted that when I changed the graphic menu option to use old tiles, no floor colors are shown at all...

    I think we rather need more intelligent code for truncating what's displayed in inven/equip lists. I don't particularly mind whether there's an extra space, as long as it's consistent with (+hit, +dam) and [base_ac, +ac].
    I agree :-) But now it is inconsistent with (+hit,+dam)

    At the moment Enter toggles between y and n. Why would anyone need to use t?
    Because I'm used to it ;-) Consistency. In the subwindows display settings both t and Enter can be used. In all yes/no options the help text says you can use t 'Set option (y/n/t)', but instead only Enter works...

    Thanks for taking the time to post all these observations - I hope other devs will pick up the ones I've not commented on.
    Thank you for improving the game! I've been playing sporadically since the early 90's and these last years have been the most exciting developmentwise :-)
    Attached Files

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Originally posted by jens
      Yes, harder than it used to be... The thing is that the dot representing the floor has become a lot smaller in the new tiles, that means that different colors are a lot harder to see. Check the included image...
      Oh! I thought you were talking about the colours being different! Yes, the graphic changed from # to solid blocks ... oh no wait, you're talking about the floor dots. I'm confused. Sorry. I'll wait for d_m to reply about this.
      I agree :-) But now it is inconsistent with (+hit,+dam)
      I feared that was the case. Ok, noted.
      Because I'm used to it ;-) Consistency. In the subwindows display settings both t and Enter can be used. In all yes/no options the help text says you can use t 'Set option (y/n/t)', but instead only Enter works...
      Hmmm. I don't think 't' is necessary, but I agree that the help should be consistent.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #18
        Originally posted by Magnate
        Er, I don't think we changed this - but I couldn't swear to that. Speed 120 is +10, i.e. twice as fast as normal. I think they've always been that fast.
        If that was in jelly pit, monsters get almost always hasted by shriekers (both shrieker mushrooms and shambling molds).

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #19
          Originally posted by jens
          Visuals
          - The yellow floor from torch light is much harder to distinguish.
          - The green floor at the edge of DTrap is much harder to distinguish.
          In windows default "Centered dot" is font 7 which is tiny compared to pure ASCII dot. Change that in visuals to 8, that is closer to pure ASCII (and it also looks better to me).

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #20
            Spotted jellies have always been fast. Just don't step next to immobile monsters; they usually have nasty melee attacks to compensate.

            You can't use ID on Rings of the Dog once you've learned their flavor.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #21
              Originally posted by Derakon
              You can't use ID on Rings of the Dog once you've learned their flavor.
              This is #1353, now fixed in staging. It'll be in the next nightly, which should be less than a month away.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #22
                Originally posted by Magnate
                It'll be in the next nightly, which should be less than a month away.
                Someone's found a new term to abuse, I see.

                Potions of Augmentation cost 6 times what a basic stat potion costs. This is off if for no reason other than that potions of Charisma cost 1/10th that of a basic stat potion (putting Augmentation at 5.1 times a basic stat potion). I'd actually say they're worth less since some of the stats that Augmentation will boost, the character won't care much about -- a mage is willing to drop 24k on !INT, but maybe only 8k on !WIS, for example. But that's debatable.

                Comment

                • Napsterbater
                  Adept
                  • Jun 2009
                  • 177

                  #23
                  Originally posted by Timo Pietilä
                  If that was in jelly pit, monsters get almost always hasted by shriekers (both shrieker mushrooms and shambling molds).
                  It wasn't. I honestly don't remember them being that deadly. I was around 800' inside a cavern level, holding this wicked cold-branded +19 rapier, getting two blows with it and slaughtering everything in my path. I wasn't diving particularly fast, and my levels were keeping up, because of all the killing I was doing. That damn Spotted jelly was getting six attacks on me. I walked up to it, hit it, then died.
                  This thread, it needs more rage. -- Napstopher Walken

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #24
                    Originally posted by Napsterbater
                    It wasn't. I honestly don't remember them being that deadly. I was around 800' inside a cavern level, holding this wicked cold-branded +19 rapier, getting two blows with it and slaughtering everything in my path. I wasn't diving particularly fast, and my levels were keeping up, because of all the killing I was doing. That damn Spotted jelly was getting six attacks on me. I walked up to it, hit it, then died.

                    B:TOUCH:ACID:1d10
                    B:TOUCH:ACID:2d6
                    B:TOUCH:ACID:2d6


                    That's from 3.2.0. Six blows means something like 40 points of damage on average which is quite a lot for monster of that depth, but because those are "touch:acid" it means they do squat if you have acid immunity. Also acid gets halved damage if it tries to damage your gear (empty armor slots and things like [1,-1] let full damage thru).

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #25
                      Yeah, max damage capability for a spotted jelly in six attacks is 68, and it got two turns of attacks on you, so it could have dealt as much as 136 damage to you. Of course that's assuming max damage rolls and no armor damage. Average damage rolls gives (5.5 + 7 + 7) * 2 = 39, if every one hits armor then it's halved to 19, then two turns of that is 38 damage again. Of course, two turns is also 12 points of AC damage; presumably some of the attempts hit slots that were empty or couldn't be damaged further.

                      Comment

                      • d_m
                        Angband Devteam member
                        • Aug 2008
                        • 1517

                        #26
                        I have written some code (used when building cave levels) that ensures connectedness. I need to port it to be used everywhere in the codebase. I think it's fun to have some levels that are not totally connected, but I would feel terrible if a promising ironman/disconnected stairs character went down into a single unconnected room and starved to death because they didn't have teleport.

                        It will also require some thought as to how it should work with vaults. I have always hated the fact that you have to detect vaults and then dig a (potentially) long path through granite to get to them, but maybe others consider this a feature? I know that Eddie suggested having vault entrances be blocked with a rubble square, and I kind of like this idea.

                        The reason it's important to get this right is that the connectedness algorithm would otherwise create a path which would defeat a lot of the logical structure of the outer wall(s) of the vault. Anyway, I will put it in trac.
                        linux->xterm->screen->pmacs

                        Comment

                        • jens
                          Swordsman
                          • Apr 2011
                          • 348

                          #27
                          Originally posted by d_m
                          I have written some code (used when building cave levels) that ensures connectedness. I need to port it to be used everywhere in the codebase. I think it's fun to have some levels that are not totally connected, but I would feel terrible if a promising ironman/disconnected stairs character went down into a single unconnected room and starved to death because they didn't have teleport.
                          Good, my mage at the start of this thread would have suffered that fate if he didn't have phase door and recall with him... Well possibly he could have dug himself out... I can appreciate unconnected dungeon, but maybe in that case ensure there is a staircase in each unconnected part of the dungeon?

                          Comment

                          • Max Stats
                            Swordsman
                            • Jun 2010
                            • 324

                            #28
                            One good thing I can think of about a disconnected dungeon is if there is a nasty you don't want to deal with and you manage to teleport to the other "sector" you never have to deal with it, unless it is a tunneler. Or you can heal up undisturbed and go back for more, and repeat as needed.
                            If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                            Comment

                            • Hobbels
                              Rookie
                              • Apr 2011
                              • 5

                              #29
                              I got a graphical bug with David Gervais tiles. There is a error message after starting/loading the game:
                              Parse error in ...\angband-r7dda40ccdd\lib\pref\graf-dvg line 2595 column 5 invalid value

                              The potion aren't displayed right (black tile with a '!' on it). Wands have the same problem.

                              Comment

                              • bron
                                Knight
                                • May 2008
                                • 515

                                #30
                                Regarding dungeon connectivity: I agree that it interesting to have occasional levels with disconnected part(s), but I also agree that it is silly/unfortunate/unreasonable to lose an Ironman game due to dungeon generation (no stairs, can't teleport, not strong enough to tunnel through granite). Perhaps the game could check that, say, the first 40 levels are always connected, and after that allow for disconnected levels? Vaults could be an exception.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎