Trap/door feature branch

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  • Estie
    Veteran
    • Apr 2008
    • 2347

    Playing a paladin on the nightly version; the spell "Unbarring Ways" does not allow me to bypass chest traps where it used to disarm them before. Is that intentional ?

    And nightly related: I get that, after destructing, map features and objects arent updated, but shouldnt detecting/mapping fix that ? It makes little sense as it is now.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      Originally posted by Estie
      Playing a paladin on the nightly version; the spell "Unbarring Ways" does not allow me to bypass chest traps where it used to disarm them before. Is that intentional ?
      No, that's an oversight.

      Originally posted by Estie
      And nightly related: I get that, after destructing, map features and objects arent updated, but shouldnt detecting/mapping fix that ? It makes little sense as it is now.
      Yes, it should - that looks like another bug. I'm still unsure of the usefulness of trap detection, particularly - what do you think?
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2347

        Originally posted by Nick
        what do you think?
        I dont know, I havent been following the trap thread closely. At the moment I maintain trap detection and find it useful, though that may be superfluous habit; in any case, I see no great benefit from outright removing it - worst case it becomes one of the many under-used rod/spell mechanics.

        Generally speaking, the situation before was like this:

        Very early game you stumble on the occasional trap and receive some minor detrimental effect, without any viable option of avoidance. Late early game you get the ability to detect traps, be it by spell or device, and from then on traps are solved provided you detect rigorously.

        I can see why this isnt the most exciting mechanics of Angband. However, I dont have any grand ideas of ways to improve the situation.

        As for the changes done sofar, I need to play more to get rid of my habits.

        Comment

        • Huqhox
          Adept
          • Apr 2016
          • 145

          Originally posted by Nick
          I'm still unsure of the usefulness of trap detection, particularly - what do you think?
          Playing a dwarf paladin (now he does set traps off) I don't cast detect traps, which is making a suprisingly real difference to playing, especially after decending as I don't need to spend the first turn automatically detecting for traps I can just head off.

          One thing I do use detection for (and will do as I get deeper) is locating vaults, particularly the ones that don't connect to the rest of dungeon. Since these (especially the greater ones) tend to have a concentration of traps they show up; now I could use mapping for that but I prefer to play without mapping (at least before the Arkenstone) as it's more thematic to not know what is down that unexplored passage.

          So my feeling is leave it even though it's now a lot less required than before it still has its uses
          "This has not been a recording"

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            As a warrior I always squelch scrolls and rods of Trap Detection now because it's just not necessary to bother with detecting and they're a waste of inventory space. I'd say keep the trap detection aspect bundled into rods of Detection but scrap the standalone rods and scrolls.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              No idea if it's been reported before, but the message you get when dying from a trap has a typo: "a acid trap", "a open pit"... This is because effect_handler_DAMAGE() uses "a" + the trap description directly without the "is_a_vowel()" check.
              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

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2986

                Also all the new allocated stuff (effect_xtra, msg, msg_good, msg_bad, msg_xtra) is not freed in cleanup_trap().
                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

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  Back to trying the angband master branch. I really like rune-based ID.
                  I have had no difficulty with enough ID: I have 4 scrolls at home, and the only time I didn't ID-by-use was when I happened to have a couple scrolls in the backpack, and too much stuff to carry home. Everything else is ID by use, with a few wands and the like IDed by selling.
                  5 flags left:
                  Aggravation, pConf, pStun, hLife, curse. (Even managed to positively ID earthquake brand, when a mystery mattock turned up. Whacked a nearby jelly and the dungeon shook.)
                  The one thing I miss is *Remove Curse*. Without it, any potentially cursed jewelry is impossible to remove. I now have 50% fail on enchant armor and weapon, so I am fully safe to try un-ided weapons. (Though the way randarts are generated, it is extremely unlikely to get a cursed item without a negative to-hit and to-damage.)

                  Contemplation and intellect are a bit of a downer, but there are enough swap stat potions to reverse them fairly quickly. What did get hammered was the magic stat on a half-caster. (Base stat got down to 8. Intellect turned out to be a useful find at that point.)

                  As an aside, here is a clean way to bind the event handler functions to the values in the edit files.

                  C, function, dynamic, call, calling, convention, VM, abstraction, closure


                  effects.c is the last remaining giant case block. (And in a somewhat more modern language, it would by a dynamic call by name. That's what lua used to be for.)

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    Rogue detect object spell make ego items known on detection (you can see all IDed runes.) Artifacts and ordinary objects are not known from a distance.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      Currently reviewing the new template rooms with placed traps. The "Split oval with round room" has an error:

                      Code:
                      D:      #%%#%%%%%#%%#      
                      D:   #%%#..(.....(..#%%#   
                      D: #%#.....###1###.....#%# 
                      D:%#.....###.^.^.###.....#%
                      D:%......2...#2#....2......%
                      D:#2####1#...181...#1####2#
                      D:%......2...#2#...2......%
                      D:%#.....###.^.^.###.....#%
                      D: #%#.....###1###.....#%# 
                      D:   #%%#..(.....(..#%%#   
                      D:      #%%#%%%%%#%%#
                      should be:

                      Code:
                      D:      #%%#%%%%%#%%#      
                      D:   #%%#..(.....(..#%%#   
                      D: #%#.....###1###.....#%# 
                      D:%#.....###.^.^.###.....#%
                      D:%......2...#2#...2......%
                      D:#2####1#...181...#1####2#
                      D:%......2...#2#...2......%
                      D:%#.....###.^.^.###.....#%
                      D: #%#.....###1###.....#%# 
                      D:   #%%#..(.....(..#%%#   
                      D:      #%%#%%%%%#%%#
                      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

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        Originally posted by Nick
                        Disarming has been reworked, so there are now magical and physical traps, and two disarming skills (which are boosted by high INT and DEX respectively). Class aptitude for disarming has been changed to fit this, so for example mages are good at disarming magical traps and poor at physical ones, and warriors are the opposite.
                        Looking at that change, there are a lot of things I don't understand:
                        - warriors are still bad at disarming physical traps
                        - rangers are very bad at disarming magical traps
                        - mages which are supposed to be poor at disarming physical traps had their physical disarming... increased
                        - overall disarming skills have been greatly increased, reaching 100% very easily very quickly
                        - "gas" traps are considered physical
                        - skill divided by 10 in do_cmd_disarm_aux() when blind/confused... while divided by 100 elsewhere in the same conditions
                        - using (randint0(100) < chance) everywhere except in do_cmd_lock_door() where the old ((i > 5) && (randint1(i) > 5)) formula is used
                        - adj_dex_dis has been modified, but not adj_int_dis (skill was added, now split -- but checked against the same value, so both values should probably be increased to the sum of the two old values)

                        Concerning the skills, I would simply increase/reduce magical/physical disarm of mages, do the opposite for warriors and leave all the other classes alone. And make the other changes consistent.
                        Last edited by PowerWyrm; July 7, 2016, 16:49.
                        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

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          I am having memory corruption errors. In one, gcc detected a write to freed memory. In another, the program crashed during monster death when it tried to drop a hopelessly corrupt object. Has anyone done a Sanitize run lately? I am running MinGW, which has a very old version of gcc. (Don't know how well it works on Windows anyway.)

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            Rubble effect uses the wrong template (EFINFO_QUAKE requires 1 variable parameter, but the description has none).
                            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

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              Arriving on a level via recall or stairs doesn't detect adjacent traps or secret doors: you have to press '5' to reveal them.
                              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

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                Amusing minor (non)-exploit:
                                Use unbarring ways, then disable traps with 'D' command. Traps still won't fire, but they are permanently gone. (It's not really an exploit, since you can just cast the spell again instead.)
                                Note: for warrior class, this would be brutal. I finally found first Rod of Disable Traps in a vault at level 70...well protected behind a row of 6 otherwise nasty-looking traps.

                                Comment

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