V 3.5 now in feature freeze

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  • MattB
    replied
    Originally posted by Timo Pietilä
    Noticed that close-command doesn't as direction. Didn't found option for that so I guess also disarm doesn't ask that either. I would like to have that option back.
    In a similar vein:

    You can disarm a chest when standing on it. But if you are also adjacent to a trap it asks for a direction, which is perfectly reasonable except that you can't choose '5' as an option. Or is there a different key for 'the one I'm standing on, doofus!'.

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  • MattB
    replied
    Originally posted by Timo Pietilä
    I destroy doors to make space for loot and possible glyph.
    That's very clever!
    But I still wouldn't sacrifice an inventory slot on the off-chance that I might encounter this situation.

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  • Bodhi
    replied
    Originally posted by Timo Pietilä
    For what it's worth I have a feeling that something is wrong for weapons specifically. Except Phial, Evenstar, Gorlim and Paurhach all my artifact findings have been weapons, and I have found 11 of those, including Zarcuthra at 1600' (dropped by Boldor) which AFAIK should be rather rare. Evenstar, Gorlim and Paur I found somewhere after 2000', Phial from vault at 1600'.

    Or maybe it just feels wrong because there is rather strong imbalance between amount of weapons and rest of the artifacts.
    I had a similar experience with8 of my first 10 artifacts being weapons. Phial (2350) and Haradrim (2100) were the two exceptions

    Then on 2400 alone I found 3 artifact body armors. It feels off but it could just be the RNG at work

    I'm playing d2b2e2d

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  • Timo Pietilä
    replied
    Originally posted by Nomad
    Random thought: now that jammed doors and door bashing have been removed, aren't wands and scrolls of Trap/Door Destruction a bit pointless? It's no longer necessary to destroy doors
    I destroy doors to make space for loot and possible glyph.

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  • takkaria
    replied
    Originally posted by Nomad
    Random thought: now that jammed doors and door bashing have been removed, aren't wands and scrolls of Trap/Door Destruction a bit pointless? It's no longer necessary to destroy doors, and we already have wands of disarming serving the trap destruction function.

    (I've always squelched them as junk not worth the carrying slot in any case; I don't know if other people make much use of them.)
    It's a good point. A random thought on the same topic: I wonder if trap/door destruction should cause a small low-damage ball effect when the thing blows up, to make it an interesting tactical choice in cmbat?

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  • Nomad
    replied
    Random thought: now that jammed doors and door bashing have been removed, aren't wands and scrolls of Trap/Door Destruction a bit pointless? It's no longer necessary to destroy doors, and we already have wands of disarming serving the trap destruction function.

    (I've always squelched them as junk not worth the carrying slot in any case; I don't know if other people make much use of them.)

    Leave a comment:


  • Timo Pietilä
    replied
    Overhead view bug. I thought this had been fixed, but it is still present in 439-gd2b2e2d. See picture. Term 1 is set to show overhead view. I think this is related to main window refresh bug.

    64bit Win7 if that matters.

    [EDIT] odd, picture here is a lot smaller size than it was when I attached it. Any hints how to make it bigger?
    Attached Files

    Leave a comment:


  • DaviddesJ
    replied
    Originally posted by Oramin
    Now, as I’m sure you’re going to point out, the convenience of infinite lives isn’t the same thing as the convenience of the monster memory.
    Infinite lives aren't a convenience, they fundamentally change the game. We have ample evidence about this. When you make it easy for people to just keep playing when they die, or revert to a recent save, they play the game very differently. A strategy and style of play that dies dozens of times before reaching the end becomes no big deal. Yet if you played "hardcore" with such a strategy your chance of ever winning would be almost exactly zero.

    Monster memory doesn't change the game at all. People who want to know what the monsters can do, just look in the source or in the spoiler file or in their browser. It takes a few extra clicks, so it's an annoyance, but it's like deleting the run command and making everyone move every single step one at a time, or like getting rid of macros. The game isn't any different if you have to move one step at a time and you can't use macros, the things you can do are all exactly the same, the game is just more annoying to play.

    Every one of us who has won the game for the first time had to earn a complete monster memory; I see no legitimate reason to change that now.
    No, we just didn't. I never played Angband without looking up what the monsters can do, from the very beginning, sometime in the early 1990s. I always thought of that as the only way to play the game. My observation is that most Angband players also played in that same way.

    If I really had no other way to learn what monsters could do than by encountering them, I never would have played Angband in the first place, because I don't enjoy that, I think it makes the game dumb. I don't have any problem with players who do enjoy playing that way, but the game was always completely public so that everyone could view the source, plus the spoiler files were just as available as the game itself. All of this information was out there so that people who wanted it could use it.

    When I happened to think of playing Angband again, some months ago, I discovered that many improvements had been made to the game, and one of the biggest of those was the option to have all of the monster data immediately accessible and automatically displayed through the monster memory! Fabulous improvement!

    If you just installed a new copy of Angband on a new computer, is there a reason you can’t look at the online spoilers?
    Of course. I can and I do. Like so many others. I don't need to do it for monsters, because of complete monster memory, but I do it for other things.

    If the cheater flag bothers you so much, you know what to do about it. I didn’t deserve the Hardcore titles for my Softcore character even though my character didn’t die because I made the choice to play a Softcore character. People who choose to have the game generate a complete unearned monster memory don’t deserve to avoid the cheater label even if that (extremely) slightly inconveniences experienced players.
    It doesn't bother me at all. People will make one decision or the other, and the game will go on. Either I'll play the game the way it is or I'll just modify the code. Easy enough either way. But neither alternative will keep me from also making the case for making the game better. You were the one who asked me to make my argument, remember? (Practically demanded it.)

    P.S. You also never explained at all what your "public map" analogy has to do with anything. After demanding my response, it seems that you ignored it because it actually undermines your argument.

    Leave a comment:


  • fizzix
    replied
    Originally posted by takkaria
    I'm not going to change it yet - I'd rather leave that until I can chat to fizzix about it.
    I might have some time to discuss this later this week. I'm in CA, so timing will likely be difficult.

    I can also run some simple simulations also if they're needed for comparisons.

    Leave a comment:


  • Oramin
    replied
    Originally posted by DaviddesJ
    Some games are designed to be played once only, and some games are designed to be played over and over again.

    If you have a game with hidden information that is only supposed to be played once, and there's no point in replaying because once you've played through it you know the hidden information (e.g., the point of the game is to find locations, and once you know where they are then the game is uninteresting), then revealing the hidden information before you play would sap some of the point of the game.

    On the other hand, if the game is designed and intended to be played many times, then it's expected that you will may know the map (from previous playings) and the game will still maintain its character. In that case, it would definitely make sense to have an option (or even an automatic choice) to reveal the map from the start, and it doesn't make any sense to call that "cheating". It's just giving you information that everyone can already have from previous playings. Some people might prefer to reveal information as they go, in their first playing, while others might prefer to just see it all from the beginning. Everyone should play as they want and there's no reason to call one approach "cheating".

    If knowing the map is a big advantage, but you want to make the game replayable, then the best solution is to make the maps random rather than fixed. That way it can be different every time and hidden from the start.

    I used to play multiplayer AOWSM, sometimes on fixed maps and sometimes on random maps. When we played on random maps, we would usually play with the map hidden from the start, and each player would have to explore to discover the map. When we played on fixed maps, we would generally expose the whole map to everyone from the start, so that some players don't get an advantage over others from knowing the map better. Exposing the map there is not "cheating", it's a balancing mechanism. To say that some players have the map exposed from the start, because they have played it before and it stays revealed for them, while others have to explore it from scratch, with no peeking, would seem unfair to me.

    This is my best attempt to answer (one of) your hypotheticals. That's about as much effort as I care to invest in this. If you need to refine or elucidate or interpret your examples further, I suggest you at least make a new thread for them.
    Ok, sorry about the delay and sorry about continuing this discussion (for those who don’t want it in this thread). The good news for you is that this will be my final post on the subject.

    Anyway, David, let’s discuss the philosophy of game design.

    Angband, as you know, is a “hardcore” game. You die, you start a new character. That’s part of the concept of the game. If you activate the in-game setting to have infinite lives (I’m assuming this is still an option - didn’t check), then you’re labeled a cheater by the game.

    A game doesn’t have to be designed this way. Diablo II has two separate modes - Hardcore and Softcore. Ultima IV doesn’t even have a hardcore mode; you automatically get resurrected by Lord British if you die. If you have infinite lives in these games, then you aren’t cheating because the designers made the decision that it isn’t cheating.

    When I start a character in Diablo II, I make the decision whether to play a Hardcore character or to have the convenience of a Softcore character. When I win the game, Hardcore and Softcore characters get different titles.

    Now, suppose for a second that I have selected a Softcore character and manage to finish the game without dying a single time (which I have done several times). I could have won on Hardcore; should I be entitled to the Hardcore title? No, I shouldn’t be because I made the choice to have the convenience of infinite lives.

    Now, as I’m sure you’re going to point out, the convenience of infinite lives isn’t the same thing as the convenience of the monster memory. Sure, that’s a valid point - but have you noticed that neither of the other games I mentioned have in-game monster memories? Yep, they have infinite lives but no in-game monster memories.

    When Angband was designed, the Implementors (Blessings upon them), made a decision that a lot of information would be hidden in-game. For example, is there any real reason not to have full information in the game about the StandArts before you ever enter the dungeon?

    The monster memory is a convenience and reward for playing the game. As players learn about the game, they get rewarded by the program conveniently keeping track of this information for them.

    Every one of us who has won the game for the first time had to earn a complete monster memory; I see no legitimate reason to change that now.

    Sure, it is denying experienced players like you the convenience of having it available because you don’t want to have the cheater flag enabled on a new character on a new machine. But, frankly, if you’re actually experienced, you should have a pretty good idea of what the monsters do. If you just installed a new copy of Angband on a new computer, is there a reason you can’t look at the online spoilers? For that matter, can’t you just setup a second Angband on the same computer with a different character and have that one with the complete monster memory?

    Frankly, I’d prefer the devs to remove the monster memory entirely rather than have the cheater flag removed for unearned knowledge.

    If the cheater flag bothers you so much, you know what to do about it. I didn’t deserve the Hardcore titles for my Softcore character even though my character didn’t die because I made the choice to play a Softcore character. People who choose to have the game generate a complete unearned monster memory don’t deserve to avoid the cheater label even if that (extremely) slightly inconveniences experienced players.

    Leave a comment:


  • Nomad
    replied
    I added some more special rooms to the template file, taking the total up to 60. There's a few more non-rectangular shapes in there now, and I added some ammo dumps (little stashes of three piles of shots/arrows/bolts, which I hope isn't enough to unbalance anything).

    These layouts are quite fun to design, so there's always a chance I'll end up creating even more before 3.5 is ready to go...
    Attached Files

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Timo Pietilä
    Exactly. I seem to get into loop of close door - open door: expecting to give direction I bump to a door I just closed which in turn opens it. Rather annoying with breeders other side of the door.
    Could this be added back into options? It starts to really bug me when keypresses required changes depending if there are a multiple choices or just one. Chests cause me headache (possibility that this changes is double for them).

    Also as suggestion: "Display options" is not really descriptive for what options are under that, maybe "User Interface Options"?

    Leave a comment:


  • Timo Pietilä
    replied
    Bug with monsters that change color (multihued, chaos hounds etc.): one of the color accepted is black (or something really really dark), which means monster becomes practically invisible at that moment.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by molybdenum
    Maybe related to the polymorph crash?
    That's definitely possibility, since that chaos breath alone is not enough to cause crash (had that couple of times before crash).

    Leave a comment:


  • molybdenum
    replied
    Originally posted by Timo Pietilä
    Crash bug in 438-gd81b48f. I think it has something to do with chaos vortex, but not sure. I had severe cuts status, grand master mystic nearby and chaos vortex breathed which caused game to crash (shimmering effect & hallucination = crash?)
    I had a segfault yesterday that I think was also related to a chaos vortex:

    Code:
    0x000000010004ab7e mon_clear_timed + 14
    0x0000000100078fb0 project + 13312
    0x0000000100049373 do_mon_spell + 563
    0x000000010003574a make_attack_spell + 1642
    0x0000000100035dfd process_monsters + 1437
    Maybe related to the polymorph crash?

    Leave a comment:

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