22 May 2011 development release

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  • myshkin
    replied
    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.

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

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  • Magnate
    replied
    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);
    	}

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  • kaypy
    replied
    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.

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  • d_m
    replied
    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:


  • Magnate
    replied
    Originally posted by kaypy
    Ah. Looking though obj-make.c/object_prep, it looks like the system only sets up the default pval for staves and wands...
    Well, we did say we were aiming to make the game harder ...

    ... 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.

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  • kaypy
    replied
    Originally posted by jens
    there is no way to get nutrition, neither food, potions or mushrooms feed my belly.
    Satisfy hunger works, but yeah something has gone wrong with eating. Same problem applies to oil flasks

    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]);
    	}
    gives me 0 food being added

    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);
    	}
    Hmm. The above won't give potions nutrition. Do they use pvals for anything or is it safe to group them in here too?
    Last edited by kaypy; May 24, 2011, 15:01.

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  • d_m
    replied
    Good catch, thanks!

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  • kaypy
    replied
    r31b20dac9b:

    Lit circular? octagonal? rooms do not have the walls lit.

    Here's one after I have walked around the edges to map it

    Click image for larger version

Name:	circleroom.png
Views:	1
Size:	1.5 KB
ID:	232463

    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);
    be
    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.

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  • jens
    replied
    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 Files

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  • Magnate
    replied
    Originally posted by kaypy
    The assert used to be assert(what >= 0), which wouldn't catch the null...
    Oh yes. Good job one of us is awake.

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  • Timo Pietilä
    replied
    Originally posted by Derakon
    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.
    Neither are no-brainers. And definitely not "massively overpowered". What makes Cambeleg nice is CON-bonus, other than that it is no better than weak power gauntlets. And I really mean weak.

    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:


  • Derakon
    replied
    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.

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  • Timo Pietilä
    replied
    Originally posted by SSK
    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.
    Reason for that is to reduce number of items giving small speed boosts, not to make Gondor itself less powerful. Gondor didn't originally have speed-bonus, so that is just reverting it to its old form. Change in more general way.

    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.

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  • SSK
    replied
    Originally posted by Timo Pietilä
    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.
    Totally agree With Timo.

    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.

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