Angband 3.5.0 released!

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  • slinberg
    replied
    Originally posted by Derakon
    I can't remember if this was the case in 3.4, but in 3.5 the max stack size is 40, not 99; would the combined stacks have exceeded that number? If so, that might be why they didn't combine.
    That's it, then - the stacks were 25 and 17. I guess I assumed they'd fill up to maximum and then overflow somehow.

    Originally posted by Derakon
    Is this a bug? Ought uniques to be invulnerable to crushing? It seems odd that Grip could prevent a Horned Reaper from passing, for example. Maybe monster trampling should revert to "push past" when it comes to uniques?
    Well if "crush" means "kill", then the question becomes: should uniques be able to be killed by non-uniques? Or, anything other than the player? I see your example, but maybe the way to think of it is "the Horned Reaper stomps Grip through a crack in the floor" or something like that Maybe just a change in wording so that it doesn't sound like the unique has actually been killed/removed from the game is what's needed.

    It actually never occurred to me to wonder about that - can an AHMD, for instance, kill Grip with a radius attack at the player? Is that the kind of attack that can affect monsters as well? I guess I never thought about that, really...

    Originally posted by Derakon
    They're in the Alchemist now, not the Temple.
    I always check both because I can never really remember which is in which, apart from healing potions... might just be bad luck and a small sample size, but I waited a *long* time for one when I really needed one, and it occurred to me that I hadn't seen one at all until I was clvl 30 or so and at 1600'. Not a biggie.

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  • Derakon
    replied
    Originally posted by slinberg
    A couple of quickies:

    First, I'm really enjoying 3.5.0. I've been playing this $&*!@ game for over 20 years (!) and have still never won. Love the elimination of charisma, the more sensible groups of monsters, the less-sprawling dungeons and new room types.
    Glad to hear you're enjoying it. 3.5 is a really solid release IMO; the devs worked hard on it.

    A couple of buglets:

    1. Missiles seem not to combine if one set is enchanted up to match another. e.g. find some +1,+1 arrows, then find some +1,+0 arrows and enchant them to +1,+1: they used to combine into the same slot when wielded, but now they don't.
    I can't remember if this was the case in 3.4, but in 3.5 the max stack size is 40, not 99; would the combined stacks have exceeded that number? If so, that might be why they didn't combine. If that's not the case then it sounds like a bug, agreed.

    3. The other day, an ant crushed Ibun, son of Mim, and he disappeared! He reappeared later on another level.
    Is this a bug? Ought uniques to be invulnerable to crushing? It seems odd that Grip could prevent a Horned Reaper from passing, for example. Maybe monster trampling should revert to "push past" when it comes to uniques?

    General comments since 3.4.1:

    - Giants seem a lot tougher! (That's actually fine.)
    I think giants were always badasses, but since they only showed up alone we didn't notice so much. The new small groups and accompanying hounds make a big difference. I think the only change made to giants in recent years is the ability to throw boulders, which really hurt...but I'm pretty sure those have been in the game for awhile now.
    - Potions of restore life levels seem much rarer in the shops. True, or just bad luck?
    They're in the Alchemist now, not the Temple.

    Leave a comment:


  • slinberg
    replied
    A couple of quickies:

    First, I'm really enjoying 3.5.0. I've been playing this $&*!@ game for over 20 years (!) and have still never won. Love the elimination of charisma, the more sensible groups of monsters, the less-sprawling dungeons and new room types.

    A couple of buglets:

    1. Missiles seem not to combine if one set is enchanted up to match another. e.g. find some +1,+1 arrows, then find some +1,+0 arrows and enchant them to +1,+1: they used to combine into the same slot when wielded, but now they don't.

    2. Something's wrong with the character history display under "knowledge" - most of the past items all have the same turn number (162,015 in my case)

    3. The other day, an ant crushed Ibun, son of Mim, and he disappeared! He reappeared later on another level.

    General comments since 3.4.1:

    - Giants seem a lot tougher! (That's actually fine.)
    - Potions of restore life levels seem much rarer in the shops. True, or just bad luck?

    Thanks to everyone who's worked on this.

    Leave a comment:


  • taptap
    replied
    Originally posted by takkaria
    What's the traditional keyset? You mean the 'rogue like' commands?
    Yes., exactly.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by taptap
    A few things I noticed in 3.5.

    Is it really useful to have three different keys for interaction with staffs, rods, wands?
    If you have so many of them that @<key><number> means numbers beyond 9. Nine isn't really that many after all, especially if you are playing warrior.

    It actually goes beyond just those three, there are also 'A'ctivate for items that you are wearing, so four different commands for different uses. Come to think of it quaffing potion or reading a scroll isn't any different than using a staff. It's arbitrary command count for different item types.

    I think there is/were option for unified use-command.

    Leave a comment:


  • takkaria
    replied
    Originally posted by taptap
    A few things I noticed in 3.5.

    Is it really useful to have three different keys for interaction with staffs, rods, wands?
    The universal use command is the 'U' key if you don't want to use separate keys for the different kinds of item.

    Why is the traditional keyset not explained in a separate file instead of complicating the help files?
    What's the traditional keyset? You mean the 'rogue like' commands?

    Leave a comment:


  • taptap
    replied
    A few things I noticed in 3.5.

    Is it really useful to have three different keys for interaction with staffs, rods, wands?

    Shouldn't there be only one examine command in floor/shop and inventory/equipment?

    Why is the traditional keyset not explained in a separate file instead of complicating the help files?

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Nick
    It's an option now
    There is also (potentially) quite nice tile editor in the game, unfortunately UI for using it is still WIP -state. I usually end up using that and then edit results directly in pref-files.

    Leave a comment:


  • Nick
    replied
    Originally posted by Zikke
    Is there any way to get the solid walls back?
    It's an option now

    Leave a comment:


  • Zikke
    replied
    Is there any way to get the solid walls back?

    Leave a comment:


  • gglibertine
    replied
    I had the font/tile size issue two days ago with a freshly downloaded copy - when I set Term-0 to 12x24 the tiles were much too wide, and with the other windows set to 10x20 they were way too short. (Yes, I'm practically blind, why do you ask?) Nothing I did helped except manually tweaking the tile size. I'm on 64-bit Win7.

    Once I got it set up properly the first time it did remember my settings, so not such a big deal, but I figured I'd mention it.

    I'm really liking the new version! I'm finding good items earlier on, and I especially love stats auto-restoring when I level up and always being able to get replacement spellbooks in town. And since I play half-orcs primarliy, I'm thrilled to see charisma go away

    Leave a comment:


  • takkaria
    replied
    Originally posted by Malak Darkhunter
    I'm using Ubuntu Linux 13.04, using wine for the windows version, by defaut it displays fine although small, once I try to change the font to a bigger font for term zero the display gets jumbled up. To get it work I had to select a 10x20 term zero font, roll up a character start game. From that point I turn off graphics and go pure acii, switched term o font size to 16x32 and then changed term zero window to 16x24, it displayed correctly at that point although a tad to big as everything is a little stretched. I can get things to display correctly eventually, I am just wondering why the fonts are getting jumbled up, I am wondering if termo O font and term O window have to kind of be the same to display properly...you can't adjust term 0 font until you start the game however, kind of forcing you to go through the initial start with a small font size in which i think is hard to read.

    also when you click on (file) and the (new) for the new the game the selection of character gender (male,female,neuter) is invisible with only the block cursor there, once you select the gender however it clears back up again and you can read the words again,
    Ah right, I remember you reporting this last time around. I'm sorry but I don't have the time or expertise to try and track down bugs in a wine-run version.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by takkaria
    Which platform/port are you using?
    I'm using Ubuntu Linux 13.04, using wine for the windows version, by defaut it displays fine although small, once I try to change the font to a bigger font for term zero the display gets jumbled up. To get it work I had to select a 10x20 term zero font, roll up a character start game. From that point I turn off graphics and go pure acii, switched term o font size to 16x32 and then changed term zero window to 16x24, it displayed correctly at that point although a tad to big as everything is a little stretched. I can get things to display correctly eventually, I am just wondering why the fonts are getting jumbled up, I am wondering if termo O font and term O window have to kind of be the same to display properly...you can't adjust term 0 font until you start the game however, kind of forcing you to go through the initial start with a small font size in which i think is hard to read.

    also when you click on (file) and the (new) for the new the game the selection of character gender (male,female,neuter) is invisible with only the block cursor there, once you select the gender however it clears back up again and you can read the words again,

    Leave a comment:


  • Zikke
    replied
    Thanks so much for all the work on the update! I've been waiting a long time for a new version to spice things up a bit.

    Leave a comment:


  • takkaria
    replied
    Originally posted by Malak Darkhunter
    I'm still getting a garbled mess when trying to change font sizes from the start up of the game, the defaut is something like 8x8 i think for term 0, unless you change it to something small like 5x8 it becomes unreadable, I like to play with at least 12x24 or higher, sometimes 16x16, or 16x24. This has been happening since 3.4.0, not sure why, but it's pretty aggravating, I want to play 3.5.0, but it seems to take a lot of toying around with the fonts to get them configured right. Would really wish for a true full screen version of the game without all these fonts, thanks.
    Which platform/port are you using?

    Leave a comment:

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