22 May 2011 development release

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #46
    Originally posted by jens
    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...
    Got it - thanks. There was a "break" where there should have been a "return". Fixed for the next nightly.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Antoine
      Ironband/Quickband Maintainer
      • Nov 2007
      • 1010

      #47
      It's great to see the work on level feelings

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

      Comment

      • kaypy
        Swordsman
        • May 2009
        • 294

        #48
        Originally posted by Magnate
        @kaypy: not necessarily. How good was it, how deep, and how far out-of-depth?
        I don't know, seemed pretty powerful, although not really geared to my character...

        Power 287 according to the logs, found at l22
        Code:
        Artifact index is 109
        the Glaive of Larnend (2d6) (+16,+31) [+9] <+2>
        Object is deemed known
        Object flags are:
        WIS
        CHR
        SPEED
        SLAY_ANIMAL
        SLAY_EVIL
        SLAY_ORC
        SLAY_TROLL
        KILL_DRAGON
        KILL_UNDEAD
        RES_LIGHT
        RES_CHAOS
        SEE_INVIS
        IGNORE_ACID
        IGNORE_ELEC
        IGNORE_FIRE
        IGNORE_COLD
        BLESSED
        HIDE_TYPE
        SHOW_MODS
        HATES_ACID
        HATES_FIRE
        SHOW_DICE
        Slay multiplier for: animalsx2 evil creaturesx2 orcsx3 trollsx3 dragonsx5 undeadx5 
        sv is: 11625033
         and t_m_p is: 4977867 
        times 1000 is: 609
        Adding power from to_dam, total is 77
        Adding 17 power for dam dice
        After multiplying power for might, total is 94
        Adjusted for slay power, total is 133
        Adding power for to hit, total is 157
        Adding power for to_ac of 9, total is 166
        Adding power for WIS, total is 176
        Adding power for CHR, total is 180
        Adding power for SPEED, total is 220
        Adding power for RES_LIGHT, total is 226
        Adding power for RES_CHAOS, total is 246
        Adding power for SEE_INVIS, total is 252
        Adding power for IGNORE_ACID, total is 255
        Adding power for IGNORE_ELEC, total is 256
        Adding power for IGNORE_FIRE, total is 259
        Adding power for IGNORE_COLD, total is 260
        Adding power for BLESSED, total is 261
        Adding power for pval total of 32, total is 261
        Adding power for multiple normal slays, total is 271
        Adding power for multiple x5 slays, total is 279
        Adding power for multiple high resists, total is 287
        Adding power for item activation, total is 287
        FINAL POWER IS 287

        Comment

        • jens
          Swordsman
          • Apr 2011
          • 348

          #49
          Level feelings are definitely too low, at least at low dlvls.

          I dutifully stairscummed for a bit to get a feel for the feelings, got a variation of the three lowest on both, until after a while I got this at dlvl 12:

          You feel nervous about this place, and you have a very good feeling...

          The best I've seen, so I decided to explore. I met some OoD monsters and some OK stuff, and then I found a Greater Vault:

          Greater vault
          N:45:The Bank From Hell
          31 OoD monsters
          - Knight Templar, Shardstorm, Master vampire, Mature white dragon, Young multihued dragon, etc.

          I did battle with the vault (but skipped the room with the real goodies) and found
          - Thengel, Battle axe of Venom, shield of Resist Cold, Cestus, leather of Restist Lightning, plus various enchanted objects.

          Including 3 savefiles (1, when I arrive at the level, 2 when I found the vault, 3 when I have cleared the vault)
          Attached Files

          Comment

          • jens
            Swordsman
            • Apr 2011
            • 348

            #50
            Level feelings

            If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.

            Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest...

            Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20).


            Suggestion 2: Lower the number of feelings
            Previously we had 9 feelings (excluding special and stairscuming)
            Now we have 81 feelings (9 mon * 9 obj). I suggest we reduce that to 16 = 4 mon * 4 obj.

            Then the formulas only need to check if a level is: Below average, about average, above average, way above average. for both monster and object feelings, which would be easier to get right, and would be easier for players to distinguish.


            Suggestion 3: Another algorithm for feelings
            Run some stat collection, determine average power levels for each level (for both monsters and objects), including stdev. Hardcode two tables with these values (or have them in a text file), and then use the values at the given dlvl and the stdev to determine what the feelings should be.
            Problems: More work intitially. Would need to rerun the stat collection whenever major changes have been made, maybe every major release.
            Upside: Would work very well when in place.

            Comment

            • kaypy
              Swordsman
              • May 2009
              • 294

              #51
              As well as seeing stuff that doesn't seem to be triggering feelings properly, I am starting to think that there is something screwy with the OOD items mechanism- either that or the RNG wants to have my characters' babies.

              Lets see, _Magi, _Dispel (at least that gave a feeling, but dl2??), 287 power artifact (that's more than the palantir-alike for my radarts). I was going to add ?Acquire, but apparently that is supposed to turn up all over the place these days.

              _*destruct*,...
              Last edited by kaypy; May 26, 2011, 13:27.

              Comment

              • kaypy
                Swordsman
                • May 2009
                • 294

                #52
                Shards do not appear to cause cuts at the moment

                Might just be Earth hounds. They appear to try to run the timed effect, but with duration 0

                Ah, the shards cut effect appears to have a base duration of 0d100

                list-spell-effects.h should have
                Code:
                RSE(5,	0,				GF_SHARD,	TRUE,	TMD_CUT,		RV(0,0,0,0),	RV(0,[COLOR="DarkOrange"]1[/COLOR],100,0),	0,		FALSE,	0,				RV(5,125,0,0))
                Last edited by kaypy; May 26, 2011, 14:42.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #53
                  Originally posted by jens
                  If the power calculations you are using are similar to the ones in the spreadsheet at (http://www.terminalarrogance.com/mon_pwr.xls) then one real problem is that those power levels are qubic in dlvl for many of the levels. In your code you divide it with dlvl, a factor that is linear in dlvl. There is no way that it can give similar results over the whole dungeon.

                  Some suggestions, and all of them are unrelated, so if you dismiss one of them, please still consider the rest...

                  Suggestion 1: Lower the thresholds, and increase the divisor to dlvl*dlvl (but maybe removing the division by 20).
                  This. Thank you for pointing it out - I had noticed that the monster feelings were far less well distributed than the object feelings, and this is the reason.

                  Your third suggestion is good, but further off. I am working with myshkin on some really serious improvements to stats, after which it might be possible.
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #54
                    Originally posted by kaypy
                    Shards do not appear to cause cuts at the moment

                    Might just be Earth hounds. They appear to try to run the timed effect, but with duration 0

                    Ah, the shards cut effect appears to have a base duration of 0d100
                    No, the *first* RV is the base duration. The second is the damage-dependent duration, so it should be 1d(100% of the damage number). But your fix is correct- it does need the 1 in the second field of the second RV. Thanks for the catch - it'll be fixed in the next dev version.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Max Stats
                      Swordsman
                      • Jun 2010
                      • 324

                      #55
                      Assert failed

                      Got this message in a fairly recent nightly. I tried pulling the latest nightly and seeing if it was still there, and it was:

                      angband: cave.c:837: map_info: Assertion `(int)g->m_idx < cave->mon_max' failed.

                      Savefile attached.

                      EDIT: I got the error by casting Detection.
                      Attached Files
                      Last edited by Max Stats; May 26, 2011, 23:37.
                      If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                      Comment

                      • kaypy
                        Swordsman
                        • May 2009
                        • 294

                        #56
                        If something out of view uses a spell or breath, you get the anonymous message. However, if you can see yourself, you should know what the attack was.

                        "Something breathes. You are hit by something." is a bit *too* anonymous, unless the player is completely blind.

                        Comment

                        • Antoine
                          Ironband/Quickband Maintainer
                          • Nov 2007
                          • 1010

                          #57
                          Originally posted by kaypy
                          "Something breathes. You are hit by something." is a bit *too* anonymous, unless the player is completely blind.
                          Could be worse. "It does something! It hurts!"

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

                          Comment

                          • kaypy
                            Swordsman
                            • May 2009
                            • 294

                            #58
                            A variety of items seem a little more flammable than I'd expect

                            Gauntlets, Mithril Gauntlets, and maybe the various metal shod boots could probably use the IGNORE_FIRE tag

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #59
                              Originally posted by kaypy
                              A variety of items seem a little more flammable than I'd expect

                              Gauntlets, Mithril Gauntlets, and maybe the various metal shod boots could probably use the IGNORE_FIRE tag
                              I just thought the same. I just lost Mithril gauntlets of Agility +5 to plasma vortex blast because I didn't pick it up (didn't have inventory space, had still three scrolls of ID to burn to the loot from previous fight and one still un-pseudo-ID weapon that was highly unlikely to be better than what I was using at the moment in inventory). I thought that it is immune to fire, but it wasn't.

                              Comment

                              • Magnate
                                Angband Devteam member
                                • May 2007
                                • 5110

                                #60
                                Originally posted by kaypy
                                If something out of view uses a spell or breath, you get the anonymous message. However, if you can see yourself, you should know what the attack was.

                                "Something breathes. You are hit by something." is a bit *too* anonymous, unless the player is completely blind.
                                This is a bug. The second part of the message should only be generic if @ is blind. I will look into this - thanks.
                                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                                Comment

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