V 3.5 now in feature freeze

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  • jrodman
    Apprentice
    • Feb 2009
    • 56

    Personally i think it should be called like training wheels mode or something, and should have a separate 'score' file. It's fun to read the score file even when you know it doesn't represent skill. It's just a record of games you've played.

    Comment

    • Tregonsee
      Adept
      • Jan 2011
      • 129

      Originally posted by Derakon
      Out of curiosity, why do you want a directional prompt if there's only one option (i.e. one adjacent trap/open door)?
      Will it give you a prompt if there are more than one option, like after reading a scroll of trap creation?

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        Yes, it will.

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          Originally posted by Timo Pietilä
          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.
          This should be fixed in nightlies now.
          takkaria whispers something about options. -more-

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            Originally posted by Nomad
            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...
            Great, I just found these again and committed them Do you have any more?
            takkaria whispers something about options. -more-

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              Originally posted by takkaria
              Great, I just found these again and committed them Do you have any more?
              Yep! Here's the final set of 100 room designs, which hopefully ought to be enough to keep things varied and make sure you don't see the whole set in one game. (I also reordered the file to make things a bit more organised and tweaked a few of the existing room designs so it should be easier for corridors to connect up to them.) So this will be the last update to room_template.txt unless I spot any problems during further playtesting.
              Attached Files

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                Originally posted by Nomad
                Yep! Here's the final set of 100 room designs, which hopefully ought to be enough to keep things varied and make sure you don't see the whole set in one game. (I also reordered the file to make things a bit more organised and tweaked a few of the existing room designs so it should be easier for corridors to connect up to them.) So this will be the last update to room_template.txt unless I spot any problems during further playtesting.
                Incorporated, thanks
                takkaria whispers something about options. -more-

                Comment

                • Raajaton
                  Swordsman
                  • May 2012
                  • 296

                  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.

                  Comment

                  • Raajaton
                    Swordsman
                    • May 2012
                    • 296

                    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.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1214

                      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.

                      Comment

                      • takkaria
                        Veteran
                        • Apr 2007
                        • 1951

                        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.
                        takkaria whispers something about options. -more-

                        Comment

                        • Raajaton
                          Swordsman
                          • May 2012
                          • 296

                          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.

                          Comment

                          • takkaria
                            Veteran
                            • Apr 2007
                            • 1951

                            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.
                            takkaria whispers something about options. -more-

                            Comment

                            • molybdenum
                              Apprentice
                              • May 2013
                              • 84

                              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.

                              Comment

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1214

                                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'.

                                Comment

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