4.1 feature branches

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  • Pete Mack
    replied
    Not really. With tval squelch, you don't need any user action. Just pick it up and it disappears if it's not an artifact. But this is only useful if you can separate out crowns for further examination. Though it occurs to me that rune-based ID will make ego squelch a lot more useful. I will withhold this request til after I try that.

    Originally posted by Nick
    Surely using ego squelch is preferable?

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  • Nick
    replied
    Originally posted by Pete Mack
    Feature request: Allow squelch of splendid ego helmets but not crowns. Splendid crowns are the good ones. Splendid helmets only matter up until you get ESP. I end up looking for artifact helmets and splendid crowns by the end of most every game (searching for Crown of Might in particular.).
    Surely using ego squelch is preferable?

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  • Pete Mack
    replied
    Feature request: Allow squelch of splendid ego helmets but not crowns. Splendid crowns are the good ones. Splendid helmets only matter up until you get ESP. I end up looking for artifact helmets and splendid crowns by the end of most every game (searching for Crown of Might in particular.).

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  • Ingwe Ingweron
    replied
    I am so looking forward to terrain and, dare I hope, Wilderness!

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  • Nick
    replied
    So far there have been four feature branches. Three of these - cone breath, player knowledge and rune-based ID - are now in the master branch, and the fourth, traps, will go in shortly.

    I'm starting to get a little tired of constantly juggling multiple branches, so my current plan is to only have one more - curses. This will come out fairly soon, I hope. Once that is also included, remaining things in the plan for 4.1 will be included straight into master. This will not be all that fast a process - terrain, dungeon generation and simplifying calculations all need considerable thought - but I think it makes sense to do those incrementally rather than in one thematic chunk.

    Opinions valued as always.

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  • PowerWyrm
    replied
    Originally posted by Derakon
    I'm pretty sure that what you have there is a vault. There's a vault that pretends to be a generic moated room, but is vastly more dangerous than usual and of course has more items in it.
    It is in fact a vault. There's also a new vault that looks like a checkerboard, but with high level enemies and treasures.

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  • Pete Mack
    replied
    OK, that'd be a good change too. I like that vault as well as the jolly roger vault.

    Originally posted by Derakon
    I'm pretty sure that what you have there is a vault. There's a vault that pretends to be a generic moated room, but is vastly more dangerous than usual and of course has more items in it.

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  • Derakon
    replied
    Originally posted by Pete Mack
    Changes for the better: Extra large monster pit filled with loot. Wow. I've been trying to track down Carcharoth for a while. I am still rusty on these deep monsters, so I'd like to kill the dangerous ones prior to Morgoth. He and Pazuzu are left. (I'd leave Pazuzu, except I have a lighting immunity swap.)
    I'm pretty sure that what you have there is a vault. There's a vault that pretends to be a generic moated room, but is vastly more dangerous than usual and of course has more items in it.

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  • Pete Mack
    replied
    Changes for the better: Extra large monster pit filled with loot. Wow. I've been trying to track down Carcharoth for a while. I am still rusty on these deep monsters, so I'd like to kill the dangerous ones prior to Morgoth. He and Pazuzu are left. (I'd leave Pazuzu, except I have a lighting immunity swap.)
    Attached Files

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  • Nick
    replied
    Originally posted by spara
    1. Inconsistent behavior with monster list and object list

    * When I see one monster and it's killed, the monster list updates immediately after the kill.
    * When I see an object and pick it up, the object list updates after next action.

    The object list should update immediately like the monster list does.

    2. No monster on monster list after running, save file attached.

    * If I normally walk into a room, the monster list updates as I step in.
    * If I run to the room and step in, the monster list is not updated as I step in.
    Both confirmed - the object list update should be easy to fix, the monster one is a bit more subtle.

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  • Pete Mack
    replied
    I did a save restore and everything in the dungeon was forgotten; even stuff in the same room lost its ID state. I don't know what happened.

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  • Nick
    replied
    Originally posted by Pete Mack
    ALL object knowledge is lost after save/restore.
    What sort of knowledge? I can't reproduce anything matching this.

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  • Pete Mack
    replied
    ALL object knowledge is lost after save/restore.

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  • Pete Mack
    replied
    I don't understand the fractional blows system. I have 18/220 on both STR and DEX, but for weapons weighing 18lbs are getting only 4.5 blows, and the descriptions says I need +2 more DEX to get 5.8 (4.8+1 for high level warrior)
    Is this intentional, and if so, why? Truly, 18/200 should be enough DEX to get max blows with any weapon.

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  • Pete Mack
    replied
    Has anyone using Linux64 tried running a build with CLang Memory Sanitizer? I just hit an assertion in realloc, which is almost certainly a sign of memory corruption. (I can't really see what happened unfortunately.) Lost a level where I killed Mouth of Sauron, too. :/

    Leave a comment:

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