22 May 2011 development release
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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. -
Yepp, oil flasks don't fill lanterns. But torches fill torches, and scroll of satisfy hunger is abundant, so the game works fine ;-)Leave a comment:
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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!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); }
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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.Last edited by kaypy; May 24, 2011, 15:12.Leave a comment:
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Thanks again!
Kaypy, I have committed your fix for circular room lighting.
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!Leave a comment:
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... but seriously, thanks again for another superb catch. This is an unanticipated side effect of fixing ticket #1444, which was about rings of the mouse getting duplicate pvals. The problem arises because there is no flag associated with the food pval. I wonder if flasks of oil no longer fill lanterns.
Will fix this tonight.Leave a comment:
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But I know it *was* working last build, and I can't see anything relevent that has changed in the meantime...
Something is not right with food pvals
Tweaking cmd-obj.c/do_cmd_use to show the amount of food added
Code:/* Food feeds the player */ if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION) { msg("Check food addition: %d",o_ptr->pval[DEFAULT_PVAL]); anykey(); (void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]); }
Ah. Looking though obj-make.c/object_prep, it looks like the system only sets up the default pval for staves and wands...
This might be something that needs to be fixed for all objects, or it might just be a matter of adding something like
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); }
Last edited by kaypy; May 24, 2011, 15:01.Leave a comment:
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r31b20dac9b:
Lit circular? octagonal? rooms do not have the walls lit.
Here's one after I have walked around the edges to map it
edit:
In generate.c/build_circular
should
Code:int info = CAVE_ROOM | (light ? CAVE_GLOW : 0); /* Generate outer walls and inner floors */ fill_circle(c, y0, x0, radius + 1, 1, FEAT_WALL_OUTER, [COLOR="Yellow"]0[/COLOR]); fill_circle(c, y0, x0, radius, 0, FEAT_FLOOR, info);
Code:int info = CAVE_ROOM | (light ? CAVE_GLOW : 0); /* Generate outer walls and inner floors */ fill_circle(c, y0, x0, radius + 1, 1, FEAT_WALL_OUTER, [COLOR="Yellow"]info[/COLOR]); fill_circle(c, y0, x0, radius, 0, FEAT_FLOOR, info);
Last edited by kaypy; May 24, 2011, 13:01.Leave a comment:
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Another real bug...
As far as I can tell, there is no way to get nutrition, neither food, potions or mushrooms feed my belly. Don't really think a savefile is needed, since you can just start a character. But in any case, here is a warrior that is fainting with a bunch of rations in inventory. Btw, I like that you have more time when you start fainting :-) But that change might be old, haven't died from starvation for very many years ;-)Attached FilesLeave a comment:
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Cambeleg and Fingolfin are top artifacts, certainly. That doesn't mean they should be sacrosanct. Cambeleg's massively overpowered for how common it is, and Fingolfin only isn't amazing because Cambeleg exists. In the interests of eliminating no-brainer decisions, either they need to be nerfed or other items need to be boosted, and frankly the nerfbat is preferable.
Fingolfin is same thing, good over ego_power only if you need DEX-bonus more than you need STR, which isn't the case in many combinations.
They are pretty equal to ego-gauntlets, maybe slightly better, definitely not no-brainers.
If you don't like the rarity, then tweak the rarity, not make them weaker than common ego-items.Leave a comment:
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Cambeleg and Fingolfin are top artifacts, certainly. That doesn't mean they should be sacrosanct. Cambeleg's massively overpowered for how common it is, and Fingolfin only isn't amazing because Cambeleg exists. In the interests of eliminating no-brainer decisions, either they need to be nerfed or other items need to be boosted, and frankly the nerfbat is preferable.
Regarding the other changes:
Rings of Power: eh, not too worried about this. We'll see how it playtests.
Elessar: absolutely shouldn't have bonus damage. It's already an amulet with poison resistance, a 200HP healing activation, and STR/WIS bonuses; that's usually better than Carlammas or Ingwe.
Gondor: used to be completely ludicrous; is now merely very powerful. My randart characters would still love to see it, but then again they're also more likely to find telepathy on a non-crown slot. I don't think this deserves a kneejerk reversion, anyway; playtest it and see how it goes.
Others: no strong opinion.Leave a comment:
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Comparison to Dor-Lomin is a bit like comparing Cambeleg to Fingolfin, they both are rare top artifacts, but also very different. Gondor allows you to use wider variety of other gears thanks to many high resists it has as long as you have basic4 from other gears. It is also great for priests and paladins. Dor-Lomin allows you to have other kind of freedom for other gears, because it frees you from basic4 restriction, but besides ESP it doesn't give you anything else. Both give boost to STR and CON, Gondor to WIS and Dor-Lomin to DEX.Leave a comment:
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I disagree on both counts. Even +5 to dam +5 power beats both Fingolfin and Cambeleg. Cestus having innate combat bonus is new addition. They are also relatively common, common enough that you find several during single game. Cambeleg/Fingolfin needs to be able to compete with those and they both do that by doing just what you said, Cambeleg giving +2 to CON and Fingolfin giving +4 DEX as well as FA. However they also need to have big combat bonuses, otherwise they are not worth using. +8 and +10 are good numbers for both of them, less makes them too inferior to high-end egos. If something you could make them a bit more rare (not much though, that too is pretty on spot currently).
These two artifacts are top artifacts, so they need to beat egos in most combinations. And be relatively rare. Otherwise there is no "Wohoo!" -effect. Other artifact gloves are not that important.
Cambeleg and FIngolfin are top artifacts--I want to see these restored.
Same with the rings of power--I totally welcomed their recent boosting in speed and damage because in my mind they always had trouble competing with rings of speed, when they really ought to be something special--tip top artifacts.
I sort of disagree stripping speed from Gondor--in my current game I totally don't find Gondor a no-brainer over Dor-Lomin because of the letter's telepathy. Gondor is a top artifact.
If you want to tone down Elessar, Numenor, Haradrim, and Hammerhand that is totally reasonable--Haradrim is a new nontraditional artifact anyway, and I really don't like all these artifacts of evil no-class Harad being so powerful relative to the far more glorious Elven, Dwaven, Westernesse, and Godly origin stuff--the Haradrim just weren't portrayed as that powerful. Elessar--well, it's kind a newish anyway and I think a bit too powerful, but how about toning doen a *little*--stripping speed and removing all 7 damage is too much. Hammerhand--well, +9/+9 is too powerful especially as Helm Hammerhand just wasn't godlike, though he is certainly remembered fondly by the Rohirrim. So take it down a bit *but* also get rid of *aggravates*--it will at least be useful then.
I won't be downloading this development version.Leave a comment:
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