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.
New nightly
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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.
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LEGAL MARIJUANA DISPENSARYLast edited by Taha; August 14, 2011, 14:59.Leave a comment:
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That's an unintended side effect of the introduction of ?restore_item. It will be fixed before 3.3 is released (ticket #1319).Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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).Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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