Bugs and complaints on current master

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  • spara
    replied
    The way I interpret the current AC is that the base is the basic AC for all like armors. Pluses and minuses include both physical and magical alterations. The modifier can go up with enchantmets and come down with physical damage and disenchantment. Does it make sense, is a whole other matter.

    The idea of dedicating the modifier to magical enchantments and the base to physical property is an interesting one and I would like to test it. All artefacts should probably be protected from physical damage though and it might be an idea for an armour to destruct on negative base AC.

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  • t4nk
    replied
    Also escape, Ctrl-G, and all symbols outside of Latin-1 block
    (at least on Unix)
    (come to think of it, that should be the case everywhere - that is, on Windows, too...)

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  • Grotug
    replied
    Originally posted by Derakon
    Spacebar..
    but, of course! >.<

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  • Derakon
    replied
    Originally posted by Grotug
    When pushing through [more] prompts, is there a neutral key that will move the prompts along without inputting any command to the game? Enter key brings up some message box. I'm looking for a key that does nothing.
    Spacebar..

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  • Grotug
    replied
    It's a bit too big of an adjustment for me to use the qweadzxc keys.

    When pushing through [more] prompts, is there a neutral key that will move the prompts along without inputting any command to the game? Enter key brings up some message box. I'm looking for a key that does nothing.

    Maybe because I'm used to it the way it is, but I like that armors' enchantments gets eroded by acid, not their base. Plus, as much as I like to complain regularly about how much I hate my gear getting destroyed by acid, it wouldn't feel right if my magical sandals remained [0,+5] after continued attacks from the black dragonfly. Aside from that, I don't understand the point spara is making about the cloak being splashed by acid. Is it that since the cloak has taken damage it should reveal its stats in the same way being hit by a monster reveals the cloak's stats?

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  • Azuria
    replied
    Originally posted by Nick
    Yes, thanks for that.

    The correct thing to do would be have acid reduce the base armor class not the enchantment to armor. My guess is that that is a more or less neutral change - it makes low AC items slightly better and high AC ones slightly worse. It certainly (to me anyway) makes more sense.

    What do people think?
    This brings up a problem with using non-acid immune gear, since there is no real way to repair acid damage, it's only a matter of time before the gear no longer provides the 50% damage reduction against acid. Alternatively, since acid deals damage in the same way as other base elements, that damage reduction could be removed entirely.

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  • t4nk
    replied
    Originally posted by Grotug
    Playing on a Mac laptop; it is really nice being able to delay the key presses so that I can use the arrows together to go diagonal. However, this doesn't quite work as well as one would hope, since the keys only work together to make diagonal movements during combat or moving around the dungeon
    Or in other situations where the core asks for a direction - for example, aiming a wand.

    all other times they don't get treated as one keystroke. So when I am pressing up and right to attack diagonally (normally NUM7) and [more] messages appear; they only get cleared by one of the two buttons pressed, leaving the other button as an action in the game; so I end up going right or up, instead of diagonally when the [more] messages are done. Cycling through objects on the map using the look command also doesn't work when using the diagonal combo keys for the same reason as the map doesn't apply the keystroke delay.
    It would be difficult to change that without introducing a bunch of corner cases, especially related to keymaps... The proper fix would be 'qweasdzxc' control scheme, removal of commands 'q', 'a', 'z', etc. (there is already a unified 'use' command, so just remove inventory shuffling to make it actually useful), and removal of the "-more-" prompt, which is an amazing source of all kinds of problems.

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  • Nick
    replied
    I have always assumed that the base characteristics of a weapon are its weight and damage dice, and weight and base AC for armor. The + to-hit, to-dam and to-AC I have always taken as magical enchantments (reinforced by the fact that you could increase them by using the appropriate Enchant scroll). Hence my assumption that acid should really reduce the base AC - so a Metal Cap [3, +4] which takes 3 acid attacks would become [0, +3], and be basically a corroded piece of tinfoil which still repels attacks because of magic.

    It seems from the responses here, though, that other people see the + to AC as some combination of magic and good workmanship, which can be reduced by acid attacks down to a negative value of the same size as the base AC, so the cap now gets to go down to [3, -3] and be completely useless.

    I still think my way makes more sense. What does everyone else think?

    Leave a comment:


  • Derakon
    replied
    Originally posted by spara
    This sounds like an excellent solution. Simple and elegant.
    Agreed. Let's just assume that all adventurers, regardless of class, have basic martial training that allows them to recognize the quality and fundamental attributes of weapons.

    After all, there's no rune for item weight, or for what inventory slot an item uses.

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  • spara
    replied
    Originally posted by luneya
    The simplest solution is to just make the runes of AC/damage/hit bonuses automatically known to all characters.
    This sounds like an excellent solution. Simple and elegant.

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  • luneya
    replied
    Lowering the base, aside from being harder to implement, doesn't really make that much more sense. The base AC is intrinsic to whatever type of item something is. A metal cap, say, that gets acid-corroded is still a metal cap rather than any lesser headgear; it's just not as good of one.

    In principle, we could separate between magical and non-magical bonuses to AC (or weapon hit/damage). In games like D&D, where there is a significant difference between magical and non-magical gear (due to monsters that are immune to the latter) this is necessary. For Angband, though, it's overkill.

    The simplest solution is to just make the runes of AC/damage/hit bonuses automatically known to all characters. This makes it so that those never appear as unknown runes, and thus there is no reason for the player to think of them as runes, and so the question of the implausibility of acid attacks etching magical runes of crappiness into equipment never arises.

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  • Nick
    replied
    Originally posted by spara
    This is an old quirk, but now that I've crossed it again, I'll post it as a reminder.

    I started a new char, bought some basic armor and entered the dungeon. Stumbled upon a trap that splashed acid on my cloak: "Your cloak is damaged!". And now my cloak says "a Cloak [1] {??}" and the description says: "You do not know the full extent of this item's powers."

    Nothings broken as such though. The trap just engraved "the rune of enchantment to armor" to my cloak .

    I don't recall contents of the earlier discussions about this issue, but something should probably be done about this at some point. For example learning the rune when your stuff gets damaged/enchanted/unenchanted. Calling this property rune feels also a bit awkward. Maybe it could just be the quality of the garment or something.
    Yes, thanks for that.

    The correct thing to do would be have acid reduce the base armor class not the enchantment to armor. My guess is that that is a more or less neutral change - it makes low AC items slightly better and high AC ones slightly worse. It certainly (to me anyway) makes more sense.

    What do people think?

    Leave a comment:


  • spara
    replied
    This is an old quirk, but now that I've crossed it again, I'll post it as a reminder.

    I started a new char, bought some basic armor and entered the dungeon. Stumbled upon a trap that splashed acid on my cloak: "Your cloak is damaged!". And now my cloak says "a Cloak [1] {??}" and the description says: "You do not know the full extent of this item's powers."

    Nothings broken as such though. The trap just engraved "the rune of enchantment to armor" to my cloak .

    I don't recall contents of the earlier discussions about this issue, but something should probably be done about this at some point. For example learning the rune when your stuff gets damaged/enchanted/unenchanted. Calling this property rune feels also a bit awkward. Maybe it could just be the quality of the garment or something.

    Leave a comment:


  • Grotug
    replied
    Playing on a Mac laptop; it is really nice being able to delay the key presses so that I can use the arrows together to go diagonal. However, this doesn't quite work as well as one would hope, since the keys only work together to make diagonal movements during combat or moving around the dungeon; all other times they don't get treated as one keystroke. So when I am pressing up and right to attack diagonally (normally NUM7) and [more] messages appear; they only get cleared by one of the two buttons pressed, leaving the other button as an action in the game; so I end up going right or up, instead of diagonally when the [more] messages are done. Cycling through objects on the map using the look command also doesn't work when using the diagonal combo keys for the same reason as the map doesn't apply the keystroke delay.

    Leave a comment:


  • spara
    replied
    Originally posted by t4nk
    That looks like a problem with .prf files, run this script:
    Code:
    #!/usr/bin/env bash
    
    ANGBAND_INSTALL_DIR=~/misc/angband
    ANGBAND_USER_DIR=~/.angband/Angband
    
    find_prf() {
    	echo "Searching \"$1\"..."
    	for d in "$ANGBAND_USER_DIR" "$ANGBAND_INSTALL_DIR/lib"; do
    		echo "Checking $d"
    		[ ! -d "$d" ] && echo "\"$d\" is not a directory!"
    		while IFS= read -r -d '' f; do
    			grep -iEHT "monster:$1:" "$f"
    		done < <(find "$d" -iname '*.prf' -print0)
    	done
    }
    
    find_prf Soldier
    find_prf Kobold
    and post the output on the forum.
    Naturally, change the value of ANGBAND_INSTALL_DIR to where you installed Angband.
    Thanks. Unfortunately I suspected a corrupted install so I downloaded the latest master, compiled and installed it on top of the old one. Haven't seen a soldier or kobold yet, but I'll keep my eyes open and report back if funny stuff happens again.

    Leave a comment:

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