New nightly

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  • flechette
    Scout
    • Sep 2008
    • 40

    #31
    You can use a ! of Restore Item on a = of the Dog and remove the armor penalty. Not sure if this is intended behavior or not.
    You can do the same with the = of the Mouse and remove the to-hit penalty.
    Last edited by flechette; April 11, 2011, 20:06.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by flechette
      You can use a ! of Restore Item on a = of the Dog and remove the armor penalty. Not sure if this is intended behavior or not.
      You can do the same with the = of the Mouse and remove the to-hit penalty.
      That's an unintended side effect of the introduction of ?restore_item. It will be fixed before 3.3 is released (ticket #1319).
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Taha
        Adept
        • Jun 2009
        • 128

        #33
        Just had to suicide when my level 1 hobbit mage went down a disconnected stair, and ended up in an empty circle room with no connections. Not a good start.
        ________
        LEGAL MARIJUANA DISPENSARY
        Last edited by Taha; August 14, 2011, 14:59.

        Comment

        • myshkin
          Angband Devteam member
          • Apr 2007
          • 334

          #34
          Originally posted by jens
          Interacting with keymaps
          - Still called 'Interacting with macros'
          - There is now a new prompt 'Press any key to continue.' which needs to be cleared after each interaction, feels unnecessary.
          The first should get fixed (trac ticket #1396). I think I agree with you about the second, but do not feel terribly strongly about it.

          Originally posted by jens
          Commands
          - CTRL-E command (switch view of inventory to equipment), doesn't work in shops (it doesn't work in 3.2 either, but I remember that it worked in some previous version)
          This feels like a bug to me. Confirmed, and filed as trac ticket #1397.

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #35
            Originally posted by Taha
            Just had to suicide when my level 1 hobbit mage went down a disconnected stair, and ended up in an empty circle room with no connections. Not a good start.
            Ouch!

            I have fixed the connectedness issue in staging... once another dev signs off on it it will go into the (inappropriately-named) nightly build.
            linux->xterm->screen->pmacs

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #36
              Originally posted by d_m
              Ouch!

              I have fixed the connectedness issue in staging... once another dev signs off on it it will go into the (inappropriately-named) nightly build.
              Hey, if everybody keeps on about that I'm going to start calling them hourly builds ...

              I can't see any problem with the fix, so I'll push it to master tonight. The new nightly shouldn't be any more buggy than Saturday's, and there are four other fixes in it too.
              "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

                #37
                Here's my notes on the nightly thus far. I'll admit many of these aren't particularly germaine to recent changes, but they're my notes, so take them as they come.

                * First off, it'd be nice if there were some way that manual notes stood out from automatic notes in the file, so they'd be more greppable.

                * I hit Wormtongue with a Wand of Slow Monster and when it actually took, he was moving at something around one-quarter normal speed. Intended?

                * Cavern levels are absolutely terrible if you have no detection and a radius-2 light (i.e. early game). Partly this is because they have so much more empty space than normal levels, so what's in the level isn't very well spread-out. Partly it's that you can't cover ground effectively. Partly it's how easily you can get surrounded. IMO they really need to be moved later when the player's more capable of directing their exploration and dealing with suboptimal terrain.

                * "Weak" elemental brands still have an x3 multiplier on 'em, so AFAICT they're exactly equivalent to strong ones except in flavor text.

                * You can't sell rounded pebbles to the general store, presumably because it doesn't sell them. Seems a bit odd.

                * Vampire Lords are tedious foes. They're fast, they have 1400 hitpoints, and they have minimum rarity, but they aren't especially dangerous.

                * Drolems actually can't hit the poison damage cap, since they only have 2200HP. Good thing too; I'd be dead otherwise.

                * Quaker, Master of Earth doesn't resist acid. This is odd because his elemental attacks are all acidic. He does resist fire and cold though.

                * It'd be nice if, when searching near a chest, you could determine if the chest is trapped. As it is you just have to search a bunch and then either burn an ID or just hope it isn't.

                * Check out this shield:
                Code:
                The Leather Shield of Earin (+4,+10) [8,+10] <+4>
                Found lying on the floor at 2350 feet (level 47).
                
                +4 strength, intelligence, constitution.
                Provides resistance to acid, lightning, fire, cold.
                Cannot be harmed by acid, electricity, fire, cold.
                Slows your metabolism. Speeds regeneration.
                Personally, I'd much rather have this than Thorin on most characters. Immunity to acid doesn't beat out +10 to damage. On a side-note, why does it provide resistance to lightning but can't be harmed by electricity?

                * A large iron chest gave me Boots of Speed +7 and Wrath of God. That seems improbable.

                * When "something mumbles" and a bolt of electricity flies out and hits me, it'd be nice if I were told what I was hit by. The messages for when you're hit while blind would be appropriate here.
                Last edited by Derakon; April 15, 2011, 05:35.

                Comment

                • bron
                  Knight
                  • May 2008
                  • 515

                  #38
                  Originally posted by Derakon
                  Code:
                  Provides resistance to acid, lightning, fire, cold.
                  Cannot be harmed by acid, electricity, fire, cold.
                  why does it provide resistance to lightning but can't be harmed by electricity?
                  Yeah, this is a minor annoyance of mine too: I think "resist lightning" should be changed to "resist electricity" on the object descriptions. The property is called "resist electricity" most places (e.g. if a mage casts the "resist" spell), and is listed as "rElec" on the character information sheet. And a wise choice this is too, since it reduces the chance for confusion with "resist light". But not everywhere.

                  Admittedly, I also think that the attack should still be called "Lightning Bolt", so fixing this is not just a global text replace. And it certainly is very minor (*very* minor). But it is annoying.

                  Comment

                  • Spacebux
                    Adept
                    • Apr 2009
                    • 231

                    #39
                    Floor tile/dot coloring.

                    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, 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'm glad I'm not the only one who's noticed the green/yellow floor dots are gone.. What's worse, one cannot see a difference between grid points where one has formerly been versus lit-up squares versus dark squares. All the dots now have the same grey color. And, I have no idea how to rectify that - maybe I need to peruse the help section and RTFM....

                    When selectiong "Old tiles" (default), this is the case.
                    Selecting "None" or "Nomads" tiles, the light coloring in the dots on the floor returns to normal.
                    Thing is, I just prefer the old stile tiling - with '#'s instead of solid rock chunks.

                    Mobs suddenly appearing from empty floor spaces is just really annoying.

                    -Spacebux-

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #40
                      Originally posted by Derakon
                      * First off, it'd be nice if there were some way that manual notes stood out from automatic notes in the file, so they'd be more greppable.
                      Nice suggestion - not too hard to do, but the sort of thing that's going to take a while to climb anyone's priority list. A ticket would help; a patch even more so.
                      * I hit Wormtongue with a Wand of Slow Monster and when it actually took, he was moving at something around one-quarter normal speed. Intended?
                      Not sure. IIRC there is provision in the MON_TMD_ code for multiple applications - maybe you hit him with it twice?
                      * Cavern levels are absolutely terrible if you have no detection and a radius-2 light (i.e. early game). Partly this is because they have so much more empty space than normal levels, so what's in the level isn't very well spread-out. Partly it's that you can't cover ground effectively. Partly it's how easily you can get surrounded. IMO they really need to be moved later when the player's more capable of directing their exploration and dealing with suboptimal terrain.
                      Well, they're a standard feature of Sangband, and it doesn't seem to suffer for their early presence. We are trying to make the game more challenging, and caverns are supposed to be scary and open and (above all) unlit ... but perhaps we could look at adding some checking to monster placement so there aren't too many monsters in them (or they're more deeply asleep, or whatever).
                      * "Weak" elemental brands still have an x3 multiplier on 'em, so AFAICT they're exactly equivalent to strong ones except in flavor text.
                      Wow, that will go down as one of my stupider mistakes. "Hey folks, look how easy it is to add new brands. Don't forget to change the multiplier after pasting though". Fixed in staging.
                      * It'd be nice if, when searching near a chest, you could determine if the chest is trapped. As it is you just have to search a bunch and then either burn an ID or just hope it isn't.
                      Don't think I understand this one. Do you mean "not adjacent but within X squares"? That would be a lot of work for little rewards. You already do search the chest if you are adjacent and searching.
                      * Check out this shield:
                      Code:
                      The Leather Shield of Earin (+4,+10) [8,+10] <+4>
                      Found lying on the floor at 2350 feet (level 47).
                      
                      +4 strength, intelligence, constitution.
                      Provides resistance to acid, lightning, fire, cold.
                      Cannot be harmed by acid, electricity, fire, cold.
                      Slows your metabolism. Speeds regeneration.
                      Personally, I'd much rather have this than Thorin on most characters. Immunity to acid doesn't beat out +10 to damage. On a side-note, why does it provide resistance to lightning but can't be harmed by electricity?
                      Happy for someone to change the relevent instances of lightning to electricity - again, a patch would help. Enjoy the +dam while you can - the randart rewrite is edging closer, and off-weapon damage will be much less common then.
                      * A large iron chest gave me Boots of Speed +7 and Wrath of God. That seems improbable.
                      Yet other people have been complaining about the crapness of chest drops for aeons. Oh well.
                      * When "something mumbles" and a bolt of electricity flies out and hits me, it'd be nice if I were told what I was hit by. The messages for when you're hit while blind would be appropriate here.
                      If I've understood correctly, this is a bug. You should get "something mumbles" followed by "you are struck by electricity!". You do not get told what type of creature struck you. Will test.
                      "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

                        #41
                        My point on searching chests is that while the majority of chests are generated trapped, sometimes they are merely generated locked. However, there is no way to tell if a chest is untrapped without casting Identify on it -- no matter how long you search, you will simply not find any traps on the chest. It would be nice if searching could reveal that the chest is not trapped.

                        Also, my statement on cavern levels had a typo: things in early cavern levels are too spread out (i.e. very low density). Of course if the monsters had higher density then it'd probably be too easy to be overwhelmed. My main takeaway right now is that without detection, finding anything in early cavern levels is more tedious than fun. Possibly detection-less exploration could be improved, but an alternate solution would be to simply push their generation to later in the game when more classes have detection.

                        Comment

                        • d_m
                          Angband Devteam member
                          • Aug 2008
                          • 1517

                          #42
                          Originally posted by Derakon
                          Also, my statement on cavern levels had a typo: things in early cavern levels are too spread out (i.e. very low density). Of course if the monsters had higher density then it'd probably be too easy to be overwhelmed. My main takeaway right now is that without detection, finding anything in early cavern levels is more tedious than fun. Possibly detection-less exploration could be improved, but an alternate solution would be to simply push their generation to later in the game when more classes have detection.
                          I think my goal is to split the difference on this... maybe move them down a little bit, try to make illumination work better in caverns, and to try to figure out ways to generate caverns with lit areas (I'd love to add features/info like "glowing lichen" or "campfire" or things but that may not be V appropriate and might take a lot of doing).
                          linux->xterm->screen->pmacs

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #43
                            Originally posted by Derakon
                            My point on searching chests is that while the majority of chests are generated trapped, sometimes they are merely generated locked. However, there is no way to tell if a chest is untrapped without casting Identify on it -- no matter how long you search, you will simply not find any traps on the chest. It would be nice if searching could reveal that the chest is not trapped.
                            We could - but that would make the game easier ;-). The status quo doesn't seem terrible to me.

                            Now, I've investigated the blindness issue, and things are WAD AFAICT:

                            It bites you.
                            You are struck by electricity!
                            Something crackles.
                            You are hit by lightning!
                            Something crackles.
                            You are hit by lightning!

                            ... and so on for other GF_ types. Some of them just say "You are hit by something", but all of them say "You are hit by ...". If you can improve the vocab used in the second field of src/list-gf-types.h, please do!
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • myshkin
                              Angband Devteam member
                              • Apr 2007
                              • 334

                              #44
                              Originally posted by Derakon
                              When "something mumbles" and a bolt of electricity flies out and hits me, it'd be nice if I were told what I was hit by. The messages for when you're hit while blind would be appropriate here.
                              Are you referring to invisible/out-of-LoS monsters?

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                #45
                                Yeah, not monsters casting when I'm blind. E.g. there's an air elemental down the corridor, but I can't see him; I hear him mumbling, and I see a blue bolt fly in and hit me, but I'm not told what I'm hit by.

                                Comment

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