Angband 4.0 beta release

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  • MattB
    replied
    Originally posted by Ingwe Ingweron
    I definitely find inscriptions helpful! !* on Word of Recall, !k on some items (especially those I only need one of like an amulet or ring), @f0=g or @f1=g on ammunition, @0 on weapons that I want to swap with the [x] key, @m1@b1@G1!v!k!d on spell book, etc., etc., etc. Every game I use inscriptions. And a magic class player that doesn't at least use them on spellbooks is just asking for trouble.
    ...and yes, the inscription '!k' is essential (to me at least).

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  • MattB
    replied
    Originally posted by Tibarius
    Spellbooks could get a fixed number
    Definitely yes.

    Maybe think about abolishing this feature.
    Defintely not. Inscriptions such as '@z3' or '@u1' are central to how I play the game.

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  • Ingwe Ingweron
    replied
    I definitely find inscriptions helpful! !* on Word of Recall, !k on some items (especially those I only need one of like an amulet or ring), @f0=g or @f1=g on ammunition, @0 on weapons that I want to swap with the [x] key, @m1@b1@G1!v!k!d on spell book, etc., etc., etc. Every game I use inscriptions. And a magic class player that doesn't at least use them on spellbooks is just asking for trouble.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Tibarius
    Does anyone realy require a 'Are you sure?' confirmation question if he quaffs / drops / uses anything?
    My scrolls of Destruction, Teleport Level, and Word of Recall all get !*!*!* inscribed on them because accidentally using them can have nasty consequences. I don't want a typo to ruin my game.

    Plus it adds to the gravitas of using Destruction if you have to confirm it three times.

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  • Nomad
    replied
    Originally posted by Tibarius
    I can play pretty well without inscriptions. On the first sight this just increases handling complexity.

    Does anyone realy require a 'Are you sure?' confirmation question if he quaffs / drops / uses anything?

    Spellbooks could get a fixed number, but one can do without as well.

    Maybe think about abolishing this feature.
    I think inscriptions are a pretty vital shortcut when you have the feature of the pack automatically reshuffling its contents every time you drop, pick up or identify something. They basically exist to combat the fact that items don't stay in the letter slot where you left them, so playing the game at any speed is difficult without them, because you have to stop and scrutinise the selection menu every time to make sure you're selecting the right thing.

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  • Tibarius
    replied
    re: inscriptions

    I can play pretty well without inscriptions. On the first sight this just increases handling complexity.

    Does anyone realy require a 'Are you sure?' confirmation question if he quaffs / drops / uses anything?

    Spellbooks could get a fixed number, but one can do without as well.

    Maybe think about abolishing this feature.

    Leave a comment:


  • Nick
    replied
    I have more info on the inscriptions bug - please see the poll and cast your vote for a better Angband

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 2cddd71 - Have inscriptions gotten even more screwed up? Now a weapon inscribed with @0 and a pick inscribed with @0 won't swap when pressing "x". Have to specify what to wield from a list.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 2cddd71 - Blue Dragon Scale Mail of Stealth - has no activation. I assume this is related to the problem of ego items only getting one bump.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ...The business of nearly everything being ID-able is fixed too ...
    Well, maybe, then again maybe not.

    Angband 4.0 dev 2cddd71 - @ has a Metal Cap [3,+0] {average}. It shouldn't have the inscription "average" since it is known to be average, but it does. So, when using a Staff of Identify to identify a new item, that damned average Metal Cap is also listed. @ shouldn't have to waste an identify charge just to remove the "average" inscription.

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  • Nomad
    replied
    Enchant X scrolls are now used up even if you press Escape to quit out of the 'Enchant which item?' prompt without selecting anything. I don't know if that's desired, but it's a change in behaviour from previous versions where you could back out without losing the scroll. (The same may apply to other types of scrolls like Recharging as well, but I haven't tested.)

    And yes, thanks for fixing the light bug! Haven't had any light problems since I've started playing 2cddd71.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nick
    Light bug found and fixed in 2cddd71 - thanks for all the help. Also fixed is the inconsistent turncount in the history for artifacts.

    The business of nearly everything being ID-able is fixed too - that was happening as a consequence of a fix I attempted to make Amulets of Inertia ID properly. So now they can't be ID'd by scroll etc, but they ID fine if you put them on.

    I've also got a better understanding of the inscription problems, and a fix is going to take some thought.
    Yay! Thanks.

    Leave a comment:


  • Nick
    replied
    Light bug found and fixed in 2cddd71 - thanks for all the help. Also fixed is the inconsistent turncount in the history for artifacts.

    The business of nearly everything being ID-able is fixed too - that was happening as a consequence of a fix I attempted to make Amulets of Inertia ID properly. So now they can't be ID'd by scroll etc, but they ID fine if you put them on.

    I've also got a better understanding of the inscription problems, and a fix is going to take some thought.

    Leave a comment:


  • Nomad
    replied
    Originally posted by Thraalbeast
    Hmm... +6 is maybe not so bad. THis one was in the same set
    Code:
    the Long Bow of Andir (x14) (+5,+13) <+11>
    ------------------------------------------
    +11 shooting power.
    Provides resistance to fire, dark, chaos.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Speeds regeneration.  
    
    
    Min Level 100, Max Level 127, Generation chance 4, Power 20062, 4.0 lbs
    Based on Aglarang.
    I think this is something to do with the bug where randarts are currently only being generated with boosts to a single stat. I assume that instead of that +11 eleven stat boost being divided up into say, +2 shooting power, +3 DEX, +3 INT and +3 infravision, it all gets loaded onto a single stat. Which is particularly noticeable when it's something like shooting power that doesn't usually go above 2-3 even with randarts.

    Leave a comment:


  • AnonymousHero
    replied
    [QUOTE=Thraalbeast;100126]Hmm... +6 is maybe not so bad. THis one was in the same set
    Code:
    the Long Bow of Andir (x14) (+5,+13) <+11>
    ------------------------------------------
    +11 shooting power.
    Provides resistance to fire, dark, chaos.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Speeds regeneration.  
    
    
    Min Level 100, Max Level 127, Generation chance 4, Power 20062, 4.0 lbs
    Based on Aglarang.
    Lol. Clearly not as powerful as Aglarang...

    Most try a ranger and scum for a good set of randarts in 4.x beta when my current 3.x mage run is over . Or maybe a scum for a set with +attacks items

    Leave a comment:

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