Angband 3.5.0 released!

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  • Dawnmist
    replied
    Originally posted by Timo Pietilä
    Bug: (might have been in older versions as well)

    I recently started to mess with font-win.prf to get all the color features I would like to have.

    I noticed that "los" setting overrides "torch" color setting. This means I can't get yellow torch radius (including walls in torch radius) because torch is always at LoS. Lit and dark work like designed.
    I'll look into this tonight (since I made the patch to split out los/torch settings and handling). A couple of quick questions though:
    1. Do you have the "view_yellow_light" option on? I'm assuming yes, but I had to check .
    2. What colors are you setting the dark/lit/los/torch to (so I can test with your colors)? Are any of them white (because the old defaults override white)?
    3. Is the area you're in permanently lit?

    Leave a comment:


  • Timo Pietilä
    replied
    Bug: (might have been in older versions as well)

    I recently started to mess with font-win.prf to get all the color features I would like to have.

    I noticed that "los" setting overrides "torch" color setting. This means I can't get yellow torch radius (including walls in torch radius) because torch is always at LoS. Lit and dark work like designed.

    Leave a comment:


  • donalde
    replied
    Originally posted by PowerWyrm
    Is that from 3.5 or an old dev release? I've seen this during the dev phase, but it has been fixed ages ago...
    Release, downloaded and installed on 28.12.2013, W7 64b, angband.exe is dated to 24.12.2013

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by donalde
    Hi

    I tried to search forums on this, but didn't found this one: my Hobbit Ranger (CLVL 21, DLVL 13) is happily cruising on dungeon, wears arrows directly to quiver. Then bit later notification that arrows are magical... later, when he is shooting something, an message: "On the ground: 34 Arrows (1d4) (+4, +1)" ... that was bit odd, but I didn't take too much notice. Now I wear directly another bunch of arrows to quiver, it imiddiatly tells that those arrows are splendid... later, a information: "On the ground, 26 Arrows of Lightning (1d4) (+8, +5)".. so, there seems to be a bug, as tunnel floor is free of arrows.
    Is that from 3.5 or an old dev release? I've seen this during the dev phase, but it has been fixed ages ago...

    Leave a comment:


  • donalde
    replied
    possible bug

    Hi

    I tried to search forums on this, but didn't found this one: my Hobbit Ranger (CLVL 21, DLVL 13) is happily cruising on dungeon, wears arrows directly to quiver. Then bit later notification that arrows are magical... later, when he is shooting something, an message: "On the ground: 34 Arrows (1d4) (+4, +1)" ... that was bit odd, but I didn't take too much notice. Now I wear directly another bunch of arrows to quiver, it imiddiatly tells that those arrows are splendid... later, a information: "On the ground, 26 Arrows of Lightning (1d4) (+8, +5)".. so, there seems to be a bug, as tunnel floor is free of arrows.

    Leave a comment:


  • Duskfire
    replied
    release date incorrect

    Shouldn't the page about changes in 3.5.0 say "December 24, 2013?"

    Nitpicking aside, I'm glad to see the game being updated and congrats to the new maintainer! This made me decide to dust the cobwebs off my roguelike blog and work on a few short posts about *bands that I never got around to writing.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Estie
    Nono, not every class plays the same. When it comes to fighting monsters, there are distinguished differences - mage casts acid bolt and stays at safe distance, warrior goes in close and dirty and melees, tacticts abound ! But when it comes to doors, while having different approaches is in theme, it doesnt seem very exciting to expose on different ways of opening doors for 99 levels. If angband was 20 dlvls deep, maybe you could enjoy playing different ways of "how do i get past this obstacle". But if you try to enforce some micromanagement for opening doors, it will be tedium for the last 80 levels.
    Exactly, so reduce starting skills with a gradual increase by level 50 until you are "good" at it.

    Leave a comment:


  • Estie
    replied
    Originally posted by Malak Darkhunter
    Wow, based on everything I am reading why not just get rid of classes altogether? Wait a minute that almost sounds like Sangband, minus the skills, because we want to give everyone decent skills after all.
    Nono, not every class plays the same. When it comes to fighting monsters, there are distinguished differences - mage casts acid bolt and stays at safe distance, warrior goes in close and dirty and melees, tacticts abound ! But when it comes to doors, while having different approaches is in theme, it doesnt seem very exciting to expose on different ways of opening doors for 99 levels. If angband was 20 dlvls deep, maybe you could enjoy playing different ways of "how do i get past this obstacle". But if you try to enforce some micromanagement for opening doors, it will be tedium for the last 80 levels.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Estie
    That wouldnt be bad at all, except that it requires a macro. Ideally the default action when running into locked doors would be the shorter of (open lock, dig through door). But rather than going overboard with coding that, you can just give everyone decentish lockpicking skills :P
    Wow, based on everything I am reading why not just get rid of classes altogether? Wait a minute that almost sounds like Sangband, minus the skills, because we want to give everyone decent skills after all.

    Leave a comment:


  • Estie
    replied
    Originally posted by Derakon
    Depends on the warrior, depends on how close the orcs are, but the real question is, can they destroy the door in less time than it currently takes them to pick the lock? If so, then they'll simply destroy every locked door they come across, as if "locked" meant "jammed".
    That wouldnt be bad at all, except that it requires a macro. Ideally the default action when running into locked doors would be the shorter of (open lock, dig through door). But rather than going overboard with coding that, you can just give everyone decentish lockpicking skills :P

    Leave a comment:


  • Derakon
    replied
    Originally posted by Malak Darkhunter
    Do you reckon that warrior could destroy that door before that pack of orcs catch up to him?
    Depends on the warrior, depends on how close the orcs are, but the real question is, can they destroy the door in less time than it currently takes them to pick the lock? If so, then they'll simply destroy every locked door they come across, as if "locked" meant "jammed".

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Malak Darkhunter
    Do you reckon that warrior could destroy that door before that pack of orcs catch up to him?
    Depends of the door. If it is hollywood cardboard door you just walk straight thru. If it is standard issue Finnish door it would probably be easier to dig a hole next to it.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Derakon
    So is this a problem with warriors or with wands of wonder? You can do that with any class, but you're always rolling the dice that you don't get Haste Monster instead of Acid Ball. Just so you know, a completely unskilled character using a Wand of Wonder has a 30% chance of getting one of Clone, Haste, Heal, or Polymorph Monster out of a Wand of Wonder, and only about a 25% chance of getting one of the big-damage effects. And even early uniques are probably going to survive one shot, so you're rolling those dice several times if you want to kill them solely with Wonder.

    (Next time, try using Slow Monster on them instead; it also trivializes the fight and is much more predictable)



    That "unlucky warrior" faced with a door they can't open that's gating access to the rest of the level will simply destroy the door instead of stare in befuddlement at the tiny iron lock that's barring his way. That was my point -- not that warriors shouldn't be bad at locks, but that making them bad at locks is pointless in terms of gameplay.
    Never tried slow monster on uniques figured it wouldn't work...nice tip.

    Do you reckon that warrior could destroy that door before that pack of orcs catch up to him?

    Leave a comment:


  • takkaria
    replied
    Originally posted by buzzkill
    Well, strong characters would.

    If I'm reading this correctly we're just beginning to set out on the path of removing locked doors in much the same way we removed cursed items, cause turning it into an engaging element that actually works and adds something to the game would be hard(er).
    Actually, before Nick took over I was planning to remove all terrain except floor tiles, because now every floor grid is guaranteed to be connected there's not much point in having walls in the way. Now I think about it, maybe just removing locked doors would be better.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Malak Darkhunter
    I was able to take out 2 early game Uniques ( Wormtounge and Smeagol) with just 1 wand of wonder, never failed an activation, never got any gold stolen, never meleed them the first time...wands of wonder are hugely overpowered for the level depth that they first become availiable but that is just my opinion. This is basically always my strategy for those 2, better than using bows...phase door/potions of speed/wand of wonder...gets them everytime.
    Early game warrios "should" expereince some aggravation attempting to use those devices..that's the price you pay for being a melee based character.
    So is this a problem with warriors or with wands of wonder? You can do that with any class, but you're always rolling the dice that you don't get Haste Monster instead of Acid Ball. Just so you know, a completely unskilled character using a Wand of Wonder has a 30% chance of getting one of Clone, Haste, Heal, or Polymorph Monster out of a Wand of Wonder, and only about a 25% chance of getting one of the big-damage effects. And even early uniques are probably going to survive one shot, so you're rolling those dice several times if you want to kill them solely with Wonder.

    (Next time, try using Slow Monster on them instead; it also trivializes the fight and is much more predictable)

    Now about the doors and picking locks, being able to access certain parts of the dungeon to hunt for special items and treasure adds a real game play percpective to the game, as well as fleeing from monsters but can't because you can't get past that stubborn locked door! But this is my game play perspective. for the unlucky warrior to suddenly run into a dead end while fleeing adds that level of excitement and fear to the game, but the crafty rogue might still find a way out.....
    That "unlucky warrior" faced with a door they can't open that's gating access to the rest of the level will simply destroy the door instead of stare in befuddlement at the tiny iron lock that's barring his way. That was my point -- not that warriors shouldn't be bad at locks, but that making them bad at locks is pointless in terms of gameplay.

    Leave a comment:

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