V 3.5 now in feature freeze

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  • takkaria
    replied
    Originally posted by donalde
    please get 3.5 out. I was playing dev version, something summoned (or I missed it on detecting) Jabberwock, which promptly crashed game. I was clearing GV, inside of which Sauron also was lurking. Back to start of clearing
    Was this using a recent nightly build or an old one?

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  • molybdenum
    replied
    Originally posted by donalde
    please get 3.5 out. I was playing dev version, something summoned (or I missed it on detecting) Jabberwock, which promptly crashed game. I was clearing GV, inside of which Sauron also was lurking. Back to start of clearing
    Did the jabberwock breathe chaos? If so, that bug should be fixed in the latest nightlies.

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  • donalde
    replied
    please get 3.5 out. I was playing dev version, something summoned (or I missed it on detecting) Jabberwock, which promptly crashed game. I was clearing GV, inside of which Sauron also was lurking. Back to start of clearing

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nomad
    So this will be the last update to room_template.txt unless I spot any problems during further playtesting.
    And naturally I found one... This is just a tiny fix for a typo in one of the layouts that left it with no door on the inner room 25% of the time.
    Attached Files

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  • MattB
    replied
    Originally posted by takkaria
    I really can't take any credit for the gameplay changes in 3.5 so I feel a little uncomfortable being the only person named in your thanks! I feel I should point out that fizzix, bron, Nomad, d_m, and CunningGabe are (most of) the ones to blame
    I thought it was better not to attempt a list in case I missed out one person (which I would have).
    So, officially then, thank you very much fizzix, bron, Nomad, d_m and CunningGabe (and anyone else who contributed)!
    A special mention to Nomad for all the fantastic rooms. They make the dungeon so much more interesting. Love it.
    While I'm at it, I for one love the cavern and pacman levels, although I know not everyone does. The caverns are dangerous and call for srategically different play and the labyrinths are like a welcome, and fun, interlude from the usual dungeon play. I had one this afternoon which contained one solitary object. That object just happened to be the Phial which was number one on my wish list!

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  • takkaria
    replied
    Originally posted by MattB
    First of all, a huge thank you for 3.5. My highest praise for it is that today I played a 3.4 game and found I couldn't go back - it's just not as good. So thanks once again to Takkaria (and everyone else who worked on it).
    I really can't take any credit for the gameplay changes in 3.5 so I feel a little uncomfortable being the only person named in your thanks! I feel I should point out that fizzix, bron, Nomad, d_m, and CunningGabe are (most of) the ones to blame

    One quick question though...
    Is there a reason why the ability to drop an item from within the 'i' or 'e' menus has been dropped? I find it very handy to look at an items abilities/damage using 'i' or 'e' and then instantly drop it by hitting 'd'. I know you can still 'k' it, but that's an extra keystroke (choosing between 'this particular item' or 'all whatevers') and besides, I might not want to squelch it, just drop it.
    No biggie though.
    Hm, that's a change since 3.4.1? Totally unintentional, bugs like this seem to creep in whenever that code is touched, it seems pretty fragile. I'll take a look.

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  • MattB
    replied
    First of all, a huge thank you for 3.5. My highest praise for it is that today I played a 3.4 game and found I couldn't go back - it's just not as good. So thanks once again to Takkaria (and everyone else who worked on it).

    One quick question though...
    Is there a reason why the ability to drop an item from within the 'i' or 'e' menus has been dropped? I find it very handy to look at an items abilities/damage using 'i' or 'e' and then instantly drop it by hitting 'd'. I know you can still 'k' it, but that's an extra keystroke (choosing between 'this particular item' or 'all whatevers') and besides, I might not want to squelch it, just drop it.
    No biggie though.

    Leave a comment:


  • MattB
    replied
    Originally posted by molybdenum
    You might want to add a check for multiple items that have the same tag and then revert to the labels. That way, if someone doesn't play with a separate inventory term, they don't have to go back and forth to figure out which slot it's in.
    And further to the above, if you've got a melee weapon and a digger inscribed with '@w1', but you wield an un-ID'd weapon to find out what it is, when you want to go back to your main weapon, or digger, you can't choose between them because they're both labelled '1'.

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  • molybdenum
    replied
    Originally posted by takkaria
    [*]Numbers instead of labels wil be used when using a command on an object, if that object has an inscribed tag - e.g. if you inscribe something @q0, it'll show up as '0' on the menu instead of its letter
    You might want to add a check for multiple items that have the same tag and then revert to the labels. That way, if someone doesn't play with a separate inventory term, they don't have to go back and forth to figure out which slot it's in.

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  • takkaria
    replied
    Just for a heads up, I broke the feature freeze rule a bit today and yesterday because there some easy to code stuff that I thought should go in to 3.5.
    • Nicking Sil's highlight targets feature
    • Numbers instead of labels wil be used when using a command on an object, if that object has an inscribed tag - e.g. if you inscribe something @q0, it'll show up as '0' on the menu instead of its letter
    • Inscriptions now use the roguelike keyset if that's the keyset you're using


    Enjoy.

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  • Raajaton
    replied
    So far so good. First round of attack didn't crash the client.

    Thanks for fixing it so quickly. I was looking forward to checking out the new room layouts, so I didn't want to start a character until this version was playable.

    Leave a comment:


  • takkaria
    replied
    Originally posted by MattB
    Well, maybe you shouldn't be so aggressive.
    It's fixed in revision 3f943fd, thanks. Hopefully will be on the autobuilder soon.

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  • MattB
    replied
    Originally posted by Raajaton
    In other news, it's not limited to combat in town. I made another character and went straight into the dungeon, and attacking the first enemy I saw caused the game to crash as well.
    Well, maybe you shouldn't be so aggressive.

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  • Raajaton
    replied
    In other news, it's not limited to combat in town. I made another character and went straight into the dungeon, and attacking the first enemy I saw caused the game to crash as well.

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  • Raajaton
    replied
    Just made a new character on this most recently updated nightly, and had the game crash within the first minute from a scrawny cat hitting me in town.


    Also character 2 just now crashed after bumping into a drunk.

    Leave a comment:

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