Rune-based ID

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Estie
    Veteran
    • Apr 2008
    • 2347

    I am a bit confused. The current version 4.0.5 doesnt seem to have rune-id, but the nightly that is supposed to have it is called version 4.0.3, which would indicate an older version, or would it ?

    Are there changes to the game in 4.0.5 that the rune-id version doesnt have yet ?

    And assuming I want to play rune-id, which version should I use ?

    Comment

    • Chud
      Swordsman
      • Jun 2010
      • 309

      I have noticed in this version (which is great, by the way, I love the rune ID) that when the map is revealed via magic mapping or similar, and when doors are detected by spell, the display no longer updates when something bashes open a door or digs through walls -- the walls are still shown and doors look closed until I can actually personally see them.

      Is this a deliberate change? It does kind of make sense, though I did find the ability to track tunnelling monsters by watching walls disappear rather handy... :-)

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9638

        Originally posted by Estie
        I am a bit confused. The current version 4.0.5 doesnt seem to have rune-id, but the nightly that is supposed to have it is called version 4.0.3, which would indicate an older version, or would it ?

        Are there changes to the game in 4.0.5 that the rune-id version doesnt have yet ?

        And assuming I want to play rune-id, which version should I use ?
        Sorry, let me clarify.
        • 4.0.5 is the current official release, which is savefile compatible with all the 4.0.x releases. This is what is on the front page of rephial, and has little major gameplay difference from 4.0.0.
        • The master branch is the current state of the game code. It diverged from 4.0 shortly after 4.0.3, when there were some changes to ignoring which broke savefile compatibility, so it gets numbered 4.0.3-something; this is what is on the nightlies page, and is where new gameplay starts getting incorporated.
        • Additionally there are feature branches, which get put out for people to test a particular feature before it is included in the master branch (or abandoned if no-one likes it). Links to builds and source for these I am just putting in a relevant forum thread.


        So rune-based ID started in a feature branch, and when it was sufficiently settled and approved it went into master - so now to play with rune-based ID, you can just use the master version from the nightlies page.

        Changes to traps, on the other hand, are in a feature branch and not in master, and progress is detailed in this thread. Once we're mostly happy with the changes on that branch, they will come into master.

        At some stage master becomes 4.1.0, the official releases get numbered 4.1.x, gameplay changes intended for 4.2 come into master, and so on.

        Hope that helps
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          Originally posted by Estie
          I am a bit confused. The current version 4.0.5 doesnt seem to have rune-id, but the nightly that is supposed to have it is called version 4.0.3, which would indicate an older version, or would it ?

          Are there changes to the game in 4.0.5 that the rune-id version doesnt have yet ?

          And assuming I want to play rune-id, which version should I use ?
          The feature branches for testing major gameplay changes that are going to go in 4.1 started forking off back when 4.0.3 was still the current release, so the 4.0.3 in the file name of the nightlies downloads essentially stands for "4.0.3 code + a bunch of major gameplay changes that are still being tested so they haven't been given a new version number yet". The changes between 4.0.3 and 4.0.5 were just minor bugfixes, which I assume have either been incorporated into the nightlies as well, or been rendered irrelevant by the big gameplay changes anyway.

          So yes, if you want to play rune-ID, you want the version from the nightlies.

          Originally posted by Chud
          I have noticed in this version (which is great, by the way, I love the rune ID) that when the map is revealed via magic mapping or similar, and when doors are detected by spell, the display no longer updates when something bashes open a door or digs through walls -- the walls are still shown and doors look closed until I can actually personally see them.

          Is this a deliberate change? It does kind of make sense, though I did find the ability to track tunnelling monsters by watching walls disappear rather handy... :-)
          Yes - the rune-ID branch is built on top of some earlier gameplay changes that are also going to go into 4.1, including changes to how player knowledge works (so you now "remember" the positions of doors and items from the last time you saw them instead of magically knowing in real-time when they change) and giving monsters cone-shaped breath weapons.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9638

            Originally posted by Chud
            I have noticed in this version (which is great, by the way, I love the rune ID) that when the map is revealed via magic mapping or similar, and when doors are detected by spell, the display no longer updates when something bashes open a door or digs through walls -- the walls are still shown and doors look closed until I can actually personally see them.

            Is this a deliberate change? It does kind of make sense, though I did find the ability to track tunnelling monsters by watching walls disappear rather handy... :-)
            Yes, this is deliberate. There was a player knowledge feature branch which introduced these changes, and which got incorporated into master shortly before the rune-based ID branch came out.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              I tend to find birth_know_runes a bit over the top. It's like having autoID from start. In PWMAngband as well as other variants, you have an autoID flag which can appear on some artifact helms and gloves (or a couple standard arts). But it's quite rare...
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • Estie
                Veteran
                • Apr 2008
                • 2347

                Thanks for the clarification. Going to play nightly master branch then.

                Comment

                • Estie
                  Veteran
                  • Apr 2008
                  • 2347

                  There seems to be a bug with the latest nightly - weapons with extra dice lose these eventually and revert to their base forms. I can provide a savefile if needed.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9638

                    Originally posted by Estie
                    There seems to be a bug with the latest nightly - weapons with extra dice lose these eventually and revert to their base forms. I can provide a savefile if needed.
                    Thanks, savefile would be good - any idea what was happening when the dice reverted would be useful too.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2347



                      Both the lochaber axe and the rapier started out with extra dice.
                      Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        Originally posted by Estie
                        http://www.filedropper.com/ugarist

                        Both the lochaber axe and the rapier started out with extra dice.
                        Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.
                        Could it be saving and then loading the save? Or are you playing continually in a single session?

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2347

                          Originally posted by Derakon
                          Could it be saving and then loading the save? Or are you playing continually in a single session?
                          It could be saving/loading.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9638

                            Originally posted by Estie
                            http://www.filedropper.com/ugarist

                            Both the lochaber axe and the rapier started out with extra dice.
                            Unfortunately I am not sure what causes the reverting; its possible that learning a rune does that though, as both had unknown runes when found.
                            Thanks - bug found. The good news is that the dice are actually correct in combat, they just aren't being displayed correctly; in fact, you can get them to display correctly by dropping the items and picking them up again.

                            Fix will be in the next nightly build.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Estie
                              Veteran
                              • Apr 2008
                              • 2347

                              Thanks, that was prompt.

                              Comment

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2347

                                A priest wielding a trident of *slay undead* (+1 wisdom) (??) feels uncomfortable. I suppose "blessed" is a rune that needs identification ? If so, shouldnt it auto-id ?

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎