22 May 2011 development release

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  • kaypy
    Swordsman
    • May 2009
    • 294

    #31
    Originally posted by Magnate
    Well, we did say we were aiming to make the game harder ...
    So we have no-artifact games and no-ego games, I guess no-food is the logical progression 8-)
    I wonder if flasks of oil no longer fill lanterns.
    That was my immediate thought when I figured pvals weren't being set, too. (As mentioned above, no they don't)
    Last edited by kaypy; May 24, 2011, 15:12.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by d_m
      I have also committed a terrible hack which makes food work--by using o_ptr->kind->pvals[DEFAULT_PVAL].base, which *is* correct. I am fine with someone working on the "right" fix but I'd like to get this into a nightly ASAP so that baby warriors don't starve to death left and right!
      Ew! That's going to go awry if anyone uses a random_value for food. Simplest semi-permanent fix is to add this section that kaypy suggested to the end of object_prep, immediately after the stanza dealing with wand and staff charges:
      Code:
      /* Default oil/food */
      	if (o_ptr->tval == TV_FLASK || o_ptr->tval == TV_FOOD) {
      		o_ptr->pval[DEFAULT_PVAL] = randcalc(k->pval[DEFAULT_PVAL], lev, rand_aspect);
      	}
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • jens
        Swordsman
        • Apr 2011
        • 348

        #33
        Yepp, oil flasks don't fill lanterns. But torches fill torches, and scroll of satisfy hunger is abundant, so the game works fine ;-)

        Comment

        • myshkin
          Angband Devteam member
          • Apr 2007
          • 334

          #34
          Fixes for lantern filling/stomach filling, for circular room wall lighting, and for the Trident of Ulmo description are now available in the latest build.

          Comment

          • Antoine
            Ironband/Quickband Maintainer
            • Nov 2007
            • 1010

            #35
            I hesitate to argue from realism, but I believe there is thematic support for food providing nutrition. Certainly there is a long tradition in roguelikes for players being able to complete the game without starving to death and I believe there would be strong resistance to changing this.

            ~pls no rage!!!

            A.
            Ironband - http://angband.oook.cz/ironband/

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #36
              On the flipside, consider: now waybread is a useful poison cure!

              (You're beautiful, Antoine. Never change.)

              Comment

              • buzzkill
                Prophet
                • May 2008
                • 2939

                #37
                Originally posted by Antoine
                ~pls no rage!!!

                A.
                I seem to recall a long tradition of being able to starve to death without completing the game.
                www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                My banding life on Buzzkill's ladder.

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                • scud
                  Swordsman
                  • Jan 2011
                  • 323

                  #38
                  Originally posted by myshkin
                  Priests no longer get Study(1) after learning all spells
                  Good good. Having played a paladin for the first time in years I was wondering what I was missing out on.

                  Playing 7 May, I noticed the heat/cold resistance prayer's expiries weren't synced. The magic caster's 'resistance' spell's expiries *are* synced, which someone actively changed in the last six months or so. Can the same be done for heat/cold?

                  It makes the 'resting up' process so much more pleasurable if you only have to acknowledge a slow down and a single 'no longer resistant to' message.

                  Comment

                  • scud
                    Swordsman
                    • Jan 2011
                    • 323

                    #39
                    Originally posted by buzzkill
                    I seem to recall a long tradition of being able to starve to death without completing the game.
                    You have no more Potions of Coffee. You have no more Wands of Carcenogen.

                    Comment

                    • jens
                      Swordsman
                      • Apr 2011
                      • 348

                      #40
                      Level feelings

                      Bug: No delay for feelings, so stairscumming for better levels is fast and easy... Which might be good while establishing thresholds...


                      A first sample (by memory):

                      At dlvl 9, get the object feeling: "you feel a little lucky."
                      Found lying on floor: Wand of Dragon's Breath, Short Bow of Extra Shots
                      All other object feelings have been bored or dull.

                      Monster feelings have been mostly peaceful/safe, and once a faintly uneasy. The faintly uneasy (dlvl 8 or 9) had OoD pseudo dragon, and wormtounge and lagduf. Of course here it's harder to know if all were there from the start...

                      Intitial impression:
                      Both obj/mon thresholds for the earlier feelings at lower dlvs could probably be lowered a little bit.

                      Suggestion:
                      It will take a while to find these thresholds, but to make the process a little quicker: how about reducing the number of feelings for the moment. With fewer thresholds to establish the work will be done faster, and then we can add more in between again if wanted.

                      Comment

                      • jens
                        Swordsman
                        • Apr 2011
                        • 348

                        #41
                        Bug:

                        I accidentally tripped a summoning trap. The game then gave me the following message: 'Effect not handled.' I did not notice anything not working, but the message should probably not be...
                        Attached Files

                        Comment

                        • jens
                          Swordsman
                          • Apr 2011
                          • 348

                          #42
                          No feedback from game (for staff of cure light).

                          I used a staff to identify it, nothing happened. I then check my inventory and see that the staff has {tried}, so I did do something. If I then try it again the game reports how many charges the staff has left.

                          I'm not sure if this is new or old, but I like it when I get a message from the game when I do something...

                          Suggestion:
                          1) Quick fix: give a message about charges also the first time you use a staff (wand).

                          2) Think about introducing a message for arbitrary uses (i.e. when no other feedback is given from the game about the results of the use, e.g. 'You use/activate/zap/aim the ...[, 8 charges remaining]')
                          Attached Files

                          Comment

                          • kaypy
                            Swordsman
                            • May 2009
                            • 294

                            #43
                            I got, IIRC, an excellent feeling early on, but that was a _Dispel Evil on level 2...

                            (My character history is filling up with transcribed reports along the lines of "48 orcs dissolve!" 8-)

                            Edit: just found an artifact, on the ground, in an "unsure it will be worthwhile" maze. Surely, even with preserve on, an artifact should bump up the level feeling more than that?
                            Last edited by kaypy; May 25, 2011, 17:46.

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #44
                              Hang on, so level feelings are split out by item and monster now? Ick.

                              I mean, I'll need to play it a bit to see how it actually goes, but I can't see this doing anything beyond encouraging scumming...

                              Comment

                              • Magnate
                                Angband Devteam member
                                • May 2007
                                • 5110

                                #45
                                Originally posted by Derakon
                                Hang on, so level feelings are split out by item and monster now? Ick.

                                I mean, I'll need to play it a bit to see how it actually goes, but I can't see this doing anything beyond encouraging scumming...
                                But ... that's what level feelings are for. It's why they were invented.

                                I didn't mean to remove the delay though, not sure how that happened.

                                @kaypy: not necessarily. How good was it, how deep, and how far out-of-depth?

                                /me goes off to check out summoning traps
                                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                                Comment

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