Angband 4.0 beta release

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2110

    No to those who are calling for backward savefile compatability. This is a major new version and major code change here. It was made explicit that there would not be backward compatability, nor do I recall previous major version changes having it either. Start a new savefile. Plus, it's Beta anyway.

    Nick, you're doing a great job!
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9338

      Originally posted by Ingwe Ingweron
      No to those who are calling for backward savefile compatability.
      I'm not sure if anyone is calling for backwards compatibility - if they are then never fear, it will be fruitless

      My understanding is that the chief reason for keeping savefile compatibility is maintaining monster memory, and that has basically gone away now that monster memory is no longer in the savefile.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2575

        Originally posted by Nomad
        That's been happening with C*W potions all along in 4.0, I think. I'm not sure I'd really consider it a bug - actually, I'd be in favour of having all non-obvious 'curing' potions (boldness, cure poison, restore mana) always auto-ID on quaffing rather than making it a bit of a tedious extra ID minigame where an experienced player will be almost certain what potion it is already but still have to wait for the right status ailment to prove it. It only affects a small percentage of potions, most of which are trivially cheap and plentiful in the early dungeon anyway, and I'm not sure it's adding anything to the game - the player's already taken the risk by quaffing an unidentified potion, and having to jump through extra hoops after that just seems like unnecessary faffing about.

        (I'd argue the same for scrolls of Detect Invisible and Trap/Door Destruction, actually. Everybody who's played Angband for any length of time of time already knows that stack of {tried} scrolls they picked up in the early dungeon is Detect Invisible, so is there really any purpose being served by making the player go and find a Clear Icky Thing to stand next to when they read them before the ID is officially confirmed?)
        I'd prefer all the basic shop consumables starting ided, so I don't have to pla the
        buy 1 of each game. I noticed npp had something like this. Loved it.

        Comment

        • Carnivean
          Knight
          • Sep 2013
          • 522

          Originally posted by wobbly
          I'd prefer all the basic shop consumables starting ided, so I don't have to pla the
          buy 1 of each game. I noticed npp had something like this. Loved it.
          Yes, this.

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1895

            Originally posted by Nomad
            That's been happening with C*W potions all along in 4.0, I think. I'm not sure I'd really consider it a bug - actually, I'd be in favour of having all non-obvious 'curing' potions (boldness, cure poison, restore mana) always auto-ID on quaffing rather than making it a bit of a tedious extra ID minigame where an experienced player will be almost certain what potion it is already but still have to wait for the right status ailment to prove it. It only affects a small percentage of potions, most of which are trivially cheap and plentiful in the early dungeon anyway, and I'm not sure it's adding anything to the game - the player's already taken the risk by quaffing an unidentified potion, and having to jump through extra hoops after that just seems like unnecessary faffing about.

            (I'd argue the same for scrolls of Detect Invisible and Trap/Door Destruction, actually. Everybody who's played Angband for any length of time of time already knows that stack of {tried} scrolls they picked up in the early dungeon is Detect Invisible, so is there really any purpose being served by making the player go and find a Clear Icky Thing to stand next to when they read them before the ID is officially confirmed?)
            Yup, totally agree with this! +1
            takkaria whispers something about options. -more-

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9338

              Update a910411 fixes
              • Automatic ID of healing potions (making it as for 3.5.1, regardless of desirability)
              • Flasks of oil needing ID (the same fix made the slay obvious for Maces of Disruption )
              • Temple buying sharp weapons
              • Making a disarm attempt when stopping running at a trap
              • {magical} items having ?s in 'C' flags screen
              • Amulets of inertia having no speed penalty (this was actually fixed yesterday, but they now display and combine properly)


              There's also been a fix to pack combining that may partially fix some of the silly dropping issues (but not the "take off one item, drop another" business).

              Now under 50 items left on the current bug page.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • AnonymousHero
                Veteran
                • Jun 2007
                • 1322

                Originally posted by Derakon
                Angband 3.x went to extraordinary lengths to preserve savefile compatibility. That explicitly went right out the window with 4.0 because the changes to the codebase are simply too huge for it to be worth the effort -- it easily could have added a month or more (in terms of hobbyist-level time commitment) just to maintain backwards compatibility.

                I can see the argument for not having 4.0 trounce 3.x's settings, but 4.0 shouldn't be able to read 3.x files. On the other hand, ideally 4.7.9, if/when we get there, should ideally be able to read 4.0 files.
                Obviously, but that's emphatically not what I'm asking for. I'm simply asking that 4.x use a different directory for prefs/files so that both games can be run in parallel. Given that this is probably a smale change (a #define somewhere?), I don't understand why this would be a big deal to implement. *Shrugs and wanders off*.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 8820

                  Originally posted by AnonymousHero
                  Obviously, but that's emphatically not what I'm asking for. I'm simply asking that 4.x use a different directory for prefs/files so that both games can be run in parallel. Given that this is probably a smale change (a #define somewhere?), I don't understand why this would be a big deal to implement. *Shrugs and wanders off*.
                  Ah, okay. Sorry for misunderstanding you / putting words in your mouth.

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 951

                    Ego items are now spontaneously identifying themselves when pseudo ID kicks in:

                    Code:
                    You feel the Pair of Leather Sandals of Free Action (l) you are wearing on your feet is excellent...
                    I quite like it, actually, it saves a lot of time and effort wield-testing things. But somehow I don't think you intended it.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1168

                      Originally posted by Carnivean
                      Yes, the allocation line is commented out in 3.5.
                      Oh. Must have missed that. Why?

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 8820

                        Originally posted by MattB
                        Oh. Must have missed that. Why?
                        Players didn't like that it had taken the Arkenstone's enlightenment activation (leaving the Arkenstone just activating for Detection, if I recall correctly). That in turn meant that if they wanted the enlightenment activation, then they had to use the Palantir, which aggravates.

                        Note that the "traditional" game only had the Phial/Star/Arkenstone artifact lights; the Palantir was added for, uh, 3.0? So most players around here were used to there not being a Palantir.

                        Comment

                        • MattB
                          Veteran
                          • Mar 2013
                          • 1168

                          Originally posted by Derakon
                          Players didn't like that it had taken the Arkenstone's enlightenment activation (leaving the Arkenstone just activating for Detection, if I recall correctly). That in turn meant that if they wanted the enlightenment activation, then they had to use the Palantir, which aggravates.

                          Note that the "traditional" game only had the Phial/Star/Arkenstone artifact lights; the Palantir was added for, uh, 3.0? So most players around here were used to there not being a Palantir.
                          Well, if it's the will of the majority, then fair enough. I miss it though [looks wistful].

                          Comment

                          • MattB
                            Veteran
                            • Mar 2013
                            • 1168

                            Originally posted by Ingwe Ingweron
                            Nick, you're doing a great job!
                            +1 for that!

                            (Love the new town, btw.)

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 951

                              Originally posted by MattB
                              +1 for that!

                              (Love the new town, btw.)
                              The best thing about the new town layout is how much easier it is to trap Farmer Maggot in a corner. Much less fruitless chasing along the outer walls.

                              Comment

                              • Nomad
                                Knight
                                • Sep 2010
                                • 951

                                Originally posted by Nick
                                Is the flickering light still happening?
                                Still occurring in a910411, I'm afraid - just had my torch flicker out and got the "You have no light to read by" message.

                                Comment

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