Issues on current master

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  • Sky
    replied
    what you say isn't accurate; it would be if the save was stored say, in /documents/angband/save. instead if i have two paths, such as /angband1/save and angband2/save, each should remember where its own save is.

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  • Derakon
    replied
    That's probably because all versions of Angband use the same location/preferences to "remember" things like this. Arguably a feature, not a bug, since when you upgrade to a new version of Angband, wouldn't you want to be able to pick up where you left off?

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  • Sky
    replied
    Angband looks for save in the wrong place.

    one minor niggle, which is unlikely to affect anyone.

    Angband doesn't remember where the same game is.

    If i have multiple versions of Angband, whichever i launch, when i select Open it will attempt to open whatever last save game was saved, regardless of location or build.

    example: i have the last nightly and a 4.0.5; i was playing the nightly. by accident i open the 4.0.5 and i select Open, and it tried to open the save game from the nightly folder, instead of the one in its own saves folder.
    it does this every time.

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  • Estie
    replied
    I got more artifact rings based on escaping. I would suggest not basing ring randarts on that one, unless you want to create a large amount of useless rings for some reason.

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  • Nick
    replied
    Originally posted by Pete Mack
    Nick-- they turn big breathers into patsies for mages and device users--a cl 40 HE elf mage lives on a diet of Huan, Carcharoth, even the Tarrasque. The big dragons are particularly easy meat, as they tend to be obliterated by their summons. (A GWoC stuck behind Ancalagon will do 500 extra damage every few turns, while it does you roughly a !CCW.) I suppose other characters with good distance damage are the same, though I usually don't bother killing those uniques.

    In a recent final fight as Mage I left Tarrasque in the area, because it was doing so much damage to Morgoth.
    Right. My feeling is that big breathers were a bit overpowered before, but just changing the breaths in isolation from other monster changes has probably unbalanced things a bit.

    My current plan is to get the known bugs fixed, with the intention of then releasing 4.1 unless anything is really too badly unbalanced. Then the monster list revamp will be one of the first things that happens on the way to 4.2, and that will give a chance to work out exactly where breathers fit in the ecosystem.

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  • Sky
    replied
    Resistance Of Scarabatrice FTW.

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  • Pete Mack
    replied
    Nick-- they turn big breathers into patsies for mages and device users--a cl 40 HE elf mage lives on a diet of Huan, Carcharoth, even the Tarrasque. The big dragons are particularly easy meat, as they tend to be obliterated by their summons. (A GWoC stuck behind Ancalagon will do 500 extra damage every few turns, while it does you roughly a !CCW.) I suppose other characters with good distance damage are the same, though I usually don't bother killing those uniques.

    In a recent final fight as Mage I left Tarrasque in the area, because it was doing so much damage to Morgoth.

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  • Nick
    replied
    Originally posted by Pete Mack
    Detection is not where game play is currently most broken. It's object frequency (with breath attacks and monster status effects not far behind.)
    Breath attacks? You think I nerfed them too much?

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  • Pete Mack
    replied
    There is a bug that causes !Enlightenment to mark ego items sometimes. (Artifacts are left completely un-IDed.) But fuzzy detection from !Enlightenment would make it not worth carrying, unless you don't have ESP. And it pretty much would limit fast exploring to rogues. Detection is not where game play is currently most broken. It's object frequency (with breath attacks and monster status effects not far behind.)

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  • Derakon
    replied
    Originally posted by Sky
    that's something which should be reserved for the more powerful *Enlight. pots of enlightment are ridiculously common at depth, and being able to detect everything in a vault is way too OP. (in my opinion)
    That's fine that you think that, and you might be right, but the fact is that the current behavior is not a bug -- it's working as intended. Let's reserve this thread for actual bugs and discuss changes to gameplay elsewhere.

    EDIT: I'll take a moment to note the irony of me saying that when we've been spitballing ideas for changing artifacts/egos and other such ideas in this thread.

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  • Sky
    replied
    that's something which should be reserved for the more powerful *Enlight. pots of enlightment are ridiculously common at depth, and being able to detect everything in a vault is way too OP. (in my opinion)

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  • PowerWyrm
    replied
    Originally posted by Sky
    Potions of Enlightment (non-*) now reveal the type of treasure across the map, instead of just their location (i.e. Clayrvoyance).
    That is the intended behavior. Having them do fuzzy detection was a bug introduced when refactoring the effect code.

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  • Sky
    replied
    Potions of Enlightment (non-*) now reveal the type of treasure across the map, instead of just their location (i.e. Clayrvoyance).

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  • PowerWyrm
    replied
    A NO_HOLD flag has been added to replace NO_SLEEP for Hold Monster, but monster.txt has not been updated to reflect the change, making Hold Monster never resisted. You can even hold Morgoth on the spot... which basically makes the last fight pointless.
    Last edited by PowerWyrm; May 12, 2017, 12:01.

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  • Pete Mack
    replied
    @Estie--aha. I agree about the good weapon/big egos being too common, but I feel that the fix should be otherwise. The issue is that the ONLY egos deep in the game are big ones, not that the good weapons are too common. Even a Fire Brand MoD used to be a good (and even possible) find.

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