Angband 4.0beta status
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Code:When activated, it at random, fires a acid ball of radius 2, dealing 250 damage at the centre, fires a lightning ball of radius 2, dealing 250 damage at the centre, fires a fire ball of radius 2, dealing 250 damage at the centre, fires a frost ball of radius 2, dealing 250 damage at the centre and fires a poison gas ball of radius 2, dealing 250 damage at the centre. Your chance of success is 97.7%
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Unlimited Dragon Breath Armour
(angb-v4b-204-gfd9dbc5)
This piece of armour has zero recharge time. There is no text about the recharge time and I can spam dragon breath as much as I want. Much to the dismay of my poor fellow citizens of Towne.
Code:g) the Multi-Hued Dragon Scale Mail 'Egoroth' (-2) [45,+24] <+2> {A:250hp ball} Found lying on the floor in a vault at 2650 feet (level 53) +2 searching skill. Provides resistance to acid, lightning, fire, frost, poison gas, chaos. Provides protection from blindness, confusion. Feather Falling. When activated, it at random, fires a acid ball of radius 2, dealing 250 damage at the centre, fires a lightning ball of radius 2, dealing 250 damage at the centre, fires a fire ball of radius 2, dealing 250 damage at the centre, fires a frost ball of radius 2, dealing 250 damage at the centre and fires a poison gas ball of radius 2, dealing 250 damage at the centre. Your chance of success is 97.7%
I guess this could be ok if the overall result is reasonable, but there seems to be no power boost related to the recharge time in the artifact creation.
Code:********** ENTERING EVAL POWER ******** Artifact index is 84 the Multi-Hued Dragon Scale Mail 'Egoroth' (-2) [45,+24] <+2> Object is deemed known Mult after extra might is 1 After multiplying power for might, total is 0 Add -3 power for to hit, total is -3 Adding 45 power for base AC value Add 89 power for AC per unit weight, now 87 Add 24 power for to_ac of 24, total is 111 Add 4 power for 2 SEARCH, total is 115 Object flags are: PROT_BLIND PROT_CONF FEATHER Add 16 power for PROT_BLIND, total is 131 Add 24 power for PROT_CONF, total is 155 Add 1 power for FEATHER, total is 156 Add 12 power for multiple protections, total is 168 Add 3 power for ignoring acid, total is 171 Add 5 power for resistance to acid, total is 176 Add 1 power for ignoring electricity, total is 177 Add 6 power for resistance to electricity, total is 183 Add 3 power for ignoring fire, total is 186 Add 6 power for resistance to fire, total is 192 Add 1 power for ignoring cold, total is 193 Add 6 power for resistance to cold, total is 199 Add 28 power for resistance to poison, total is 227 Add 20 power for resistance to chaos, total is 247 Add 16 power for multiple low resists, total is 263 Add 10 power for full set of low resists, total is 273 Add 8 power for multiple high resists, total is 281 Add 20 power for item activation, total is 301 FINAL POWER IS 301
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I think that m is the actual action key and p is a keymap to that. No more separate p for prayers and m for magic spells. Probably made code a bit cleaner.Leave a comment:
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The inscription "@p1" doesn't seem to work for priest books. I can inscribe it "@m1" and then still select it by using p rather than m, but it doesn't work if you use p in the actual inscription.Leave a comment:
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OK, I searched the release notes on rephial but couldn't find what I was looking for. I think I first started playing in the early '00s.
There used to be two options for running that were removed in a cleanup of useless options. I remember having a particular combination of them (one was something like "cut corners when running"), and being slightly annoyed about it changing. I think I might have had it set to cut known corners but stop before unknown corners. I mostly got used to it, but if anyone knows what I'm talking about I might remember something more.
One quirk that made me think running could be improved was how, in the following diagram, if you are at 1 and run along the wall toward the diagonal gap you end up at the other 1, but if you do the same starting at 2 you end up at 3.
Code:### ### ##312 ##1 ##2
I don't know how it should work. In the source code someone commented a long explanation of the running algorithm, complete with diagrams, with the disclaimer that he isn't sure if it actually matches the code. I can't really follow the code myself (at least not optimized C code).
Sorry, I feel like I'm still being vague. I remember having more specific ideas of how I wanted it.Leave a comment:
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I don't remember ever finding anything under rubble in any 4.0 beta.Leave a comment:
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Nick, I know you wanted specifics at this stage in the game, so many apologies that this is precisely non-specific but...
Has anyone found anything under rubble (monster or item) recently?
Or maybe this is intended?Leave a comment:
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Really no updates for a few days now.
Update 7c315aa fixes:- Bad activation display times in last update
- Introduces new command '|' which views the quiver directly
So now you can examine the quiver directly (same as 'e' for equipment and 'i' for inventory), and looking at something then hitting ESC takes you back to the quiver. Also that last works for the equipment, which it wasn't before.
Quiver labels 0-9 will have to wait a bit - that will be a bit trickier.
I exited the home and had the ol' obj-pile assertion thingummyjig.
I had just picked up a load of stuff in my inventory that was ignored, so I guess I insta-dropped a load of stuff on the square directly outside the home.Leave a comment:
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Regarding the personal pronoun used to refer to the player character, if it must be neuter and not any other and can't be selected or typed in, then (from best to worst IMO):
"they" (has been grammatical for hundreds of years) > avoid the words > call the player "The Ugly Idiot" > "it".
I don't care if I have to be a he, she or xir, but I'm not an inanimate object.
Certainly.Leave a comment:
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Hi, I've lurked on here and rgra for several years. I had a reply that got lost but I don't feel like retyping it so I'll be short.
Regarding the personal pronoun used to refer to the player character, if it must be neuter and not any other and can't be selected or typed in, then (from best to worst IMO):
"they" (has been grammatical for hundreds of years) > avoid the words > call the player "The Ugly Idiot" > "it".
I don't care if I have to be a he, she or xir, but I'm not an inanimate object.
edit: would this thread be the place to put a suggestion about changing something about running?Last edited by Tarrasque; May 18, 2015, 06:14.Leave a comment:
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Definitely no more updates for a few days now (I'm away from my dev machine from about 10 minutes from now).
Update 78905dd (which should be up fairly soon) fixes the latest crash - it was from mimicked objects being crushed by another monster. That savefile should work fine now.Leave a comment:
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Angband 4.0 dev 7c315aa
It's too bad we have to wait a few days for an update, because there's a significant but unknown crash bug!
Upload the save file and take one step to the right - CRASH!
I've no idea why. Given the recent fix to the mimic leaks, possibly the mimic crash is rearing its ugly head again? [ATTACH]1252[/ATTACH]
DarinLeave a comment:
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Yep, seems to be all fixed now!
This is handy, thanks. Seems like it would be a good idea to make the command to switch to the quiver from equipment/inventory '|' instead of '.' as well, now, for consistency.
Incidentally, I just noticed while I was checking if this had been changed that the inventory header is too long for the 24x80 window size now - it's over 80 characters, so it's truncated at:
Code:(Inventory) Burden 47.0 lb (60.9 lb remaining). Select Item: (Inven: a-i, / for
Code:(Inventory) Burden 47.0 lb (60.9 lb remaining). Select Item: (Inven: a-i, / for Equip, . for Quiver, - for floor, ESC)
Code:(Inv) Burden 47.0 lb (60.9 lb free). (Inv a-i, Equip /, Quiver ., Floor -, ESC)
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