Issues on current master
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That sounds like an improvement to me. I think TO is/was too powerful: no saving throw or resist, and the monster will probably end up bottled up somewhere bashing it's head against the wall.
If better path finding changes TO into just a bit of breathing space, then I think that's a good thing.Playing roguelikes on and off since 1984.
rogue, hack, moria, nethack, angband & zangband.Comment
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Yeah, I feel like if you want to send someone away, they should be capable of getting back. Having monsters stay in the place they were teleported to makes them pretty dumb. You can always walk away from the place you teleported the monster from. That should prevent most monsters from tracking you down.Comment
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if that is what you want, you simply need to change how far TO teleports mobs. basically, turn it into a "Blink Other' rod. it will give you time to quaff some potions, but basically you can't just say "i dont want to fight this mob".
however, this will make the game substantially more difficult, and slower."i can take this dracolich"Comment
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OK, new builds up on the nightlies page; these probably break savefiles.
The big change is a new randart generation algorithm, which is much more efficient (no more waiting forever for randart generation to finish). There are some significant changes, the biggest of which is that randarts are no longer "based on" standard artifacts; for the most part, though, the actual creation of individual new randarts is the same. Given that the chief relationship between the randart and the standart it was based on was the power - there was no influence on actual properties - I don't think this will cause any problems. Do please report any concerns with the new randarts as used; there is a lot of scope for adjustment of the new algorithm.
There is not a fix for the crash on descending to DL100, as I could not replicate it. If this still seems to be occurring with the latest build, a savefile (and randart file if playing with randarts) would help.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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The last few games I played felt like artifactless games. Have you nerfed the randarts substantially or was I just very unlucky ?
I dont really feel like playing atm, after my 3rd character ended up wearing ego dragon mail, MoD of slay evil, "trickery and rings of damage and speed, I got very very bored.Comment
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There have been a succession of hacks to try to get the distribution right, which may have had the effect of nerfing. The latest build has removed all those hacks. I have tested a few sets of randarts with the new system, and they look reasonable to my eye, but I would like to have them tested by people with more experience.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Nick--
Estie is probably correct, statistically. The trouble with randarts used to be that you'd get very powerful artifacts in slots that were not usually powerful. (This is independent of issues around off-weapon blows and brands, and crazy powerful bows.)
However, the standard artifacts are carefully designed to mesh with each other--things like CON in the shield slot, and excellent damage+stats in the glove slot, CON in the amulet slot, because there are no alternate objects or ego items. If you randomize the benefits, but keep the nominal values the same, you will lose synergy without making up for the lost "holistic" power in some other way. So it's reasonable that randarts be somewhat more powerful than similar standarts. But making randarts of a different order of power than the corresponding standarts is potentially a bigger mistake.Comment
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here u go."i can take this dracolich"Comment
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It seems the DL99->DL100 crashes are because of a memory bug, which I haven't been quite able to track down yet. I found another potential bug while experimenting, too.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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
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The big change is a new randart generation algorithm, which is much more efficient (no more waiting forever for randart generation to finish). There are some significant changes, the biggest of which is that randarts are no longer "based on" standard artifacts; for the most part, though, the actual creation of individual new randarts is the same. Given that the chief relationship between the randart and the standart it was based on was the power - there was no influence on actual properties - I don't think this will cause any problems. Do please report any concerns with the new randarts as used; there is a lot of scope for adjustment of the new algorithm.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
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Nick, I got a crash from asan at obj-randart.c:2518:
Code:while (strstr(art->name, "The One Ring") || kf_has(kind->kind_flags, KF_QUEST_ART)) { (*aidx)++; art = &a_info[*aidx]; art_level = art->level; if ((*aidx) >= z_info->a_max) { return; } }
(come to think of it, why does obj-init.c do that? and why does it start assigning from a_max, leaving zeroed out struct at the beginning?)Comment
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