Preparation for 4.1 release

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  • Gwarl
    replied
    Originally posted by Nick
    Yeah, that's to be expected. Randarts are not in the savefile now, they're written to a file with the same format as artifact.txt, and stored in an archive directory inside your user directory (which is ~/.angband/Angband on Linux).

    I guess a possible change here would be to make the user directory be lib/user when configured with --with-no-install, but I'm hesitant to change because these things are usually done the way they are for a million arcane reasons that I don't understand...
    This is to do with those shenanigans about config.h

    It is a bug IMO, as none of the compilation switches affect the behaviour of where these things end up - if you're running something unixy that's where they go whether you like it or not, and you can't change that with command line options either.

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  • Nick
    replied
    Originally posted by kandrc
    If you delete (or otherwise don't have) your .angband directory and attempt to run the game, it exits with code 1 after printing "Cannot open 'randart.txt'". This is current top of tree, gc95fee7. I am configured --with-no-install, in case that makes a difference.
    Yeah, that's to be expected. Randarts are not in the savefile now, they're written to a file with the same format as artifact.txt, and stored in an archive directory inside your user directory (which is ~/.angband/Angband on Linux).

    I guess a possible change here would be to make the user directory be lib/user when configured with --with-no-install, but I'm hesitant to change because these things are usually done the way they are for a million arcane reasons that I don't understand...

    Leave a comment:


  • Sky
    replied
    ouch ouch ouch! too much sarcasm!

    look, i understand that 'ol angband wouldn't disappear, but it wouldn't be evident to anyone starting, or playing the game casually. i thought there was some effort to bring angband to the masses?

    right now you have a game that is, essentially, the same as 2.9.0, except a few nerfs of the obvious design oversights (like Glaive of Pain + ring of acid, or boots of speed +23), a much improved UI, nice but not massive AI changes, and some more minor tweaks that make the game easier to play. And graphics, that too. But it's still angband.

    I'm just worried that next year we'll have vampyre shapeshifter molds as playable characters *COUGH tome COUGH*

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  • kandrc
    replied
    If you delete (or otherwise don't have) your .angband directory and attempt to run the game, it exits with code 1 after printing "Cannot open 'randart.txt'". This is current top of tree, gc95fee7. I am configured --with-no-install, in case that makes a difference.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Sky
    Can i make a brief suggestion?

    Ive read ideas of adding classes and spells and such.

    Should ... would it not be better to think of a new game, perfect Angband as it is now, and leave it as a legacy?

    Instead of having a game which is very different from the original vanilla.
    I have good news! Nick put a ton of effort into archiving old versions of Angband, so you can still go download and play them today. Which leaves us free to change the current version without losing the historical versions.

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  • Sky
    replied
    Can i make a brief suggestion?

    Ive read ideas of adding classes and spells and such.

    Should ... would it not be better to think of a new game, perfect Angband as it is now, and leave it as a legacy?

    Instead of having a game which is very different from the original vanilla.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    It was takkaria's work, and takkaria has also suggested it be reverted because it still has some issues. What do other people think?
    I worked around the issues I had with it for my test case. It seems to work okay, though when you consider adding the capability of multiple realms and differing numbers of books in user editable files, then you may need to revisit the change.

    Leave a comment:


  • Pete Mack
    replied
    I think an auto-inscription pref file that's read automatically the way the roguelike keymaps would be better. Include conditional checks by class.

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  • fph
    replied
    Originally posted by Nick
    It was takkaria's work, and takkaria has also suggested it be reverted because it still has some issues. What do other people think?
    I think it's a good change. Most expert players were already using inscriptions, so now we get the same result more easily and we don't have to tell newcomers "inscribe your books with this magic letter soup, otherwise you're going to regret it the moment you drop a spellbook and maybe make a fatal mistake". Don't worry about breaking someone's workflow, this change is a step forward for both old and new players.

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  • Huqhox
    replied
    Originally posted by Gwarl
    Okay here's why I think we're better off not changing it:

    1. makes it more complicated to add/alter books by changing .txt files
    2. whether to use letters or numbers seems like an arbitrary matter of preference, but in every other list menu in the game, letters are used instead of numbers - in the default keyset, numbers are only used to enter numerical values. It would be a shame to break this consistency.
    3. you can achieve the same results yourself, or slightly different results if you prefer, by setting up autoinscriptions for books. You can even copy the .prf files between updates so you don't have to go through the process again for each new build.
    4. my muscle memory will have to adapt

    It probably comes down to preference and I think in that case we should prefer the status quo, particularly as there are already methods to adapt spellbook selection to ones own preference.
    To my mind this comes very much under the heading of "if it ain't broke don't fix it". Using inventory slots (letters) to select books is very consistant with the rest of the game. And since as Gwarl noted there is an easy way to auto inscribe to allow the use of numbers if required already this seems like maybe it doesn't need to be done at all.

    Personally I don't like using the numbers; having to move from the letter keys to numbers (either top row or number pad) when typing the command is a lot slower for me and that far outweighs any benefit from knowing that a particular spell is always on a particular number.

    Best solution may be to allow both letters *or* numbers to be used, seems like that provides what everyone wants.

    Leave a comment:


  • Gwarl
    replied
    Okay here's why I think we're better off not changing it:

    1. makes it more complicated to add/alter books by changing .txt files
    2. whether to use letters or numbers seems like an arbitrary matter of preference, but in every other list menu in the game, letters are used instead of numbers - in the default keyset, numbers are only used to enter numerical values. It would be a shame to break this consistency.
    3. you can achieve the same results yourself, or slightly different results if you prefer, by setting up autoinscriptions for books. You can even copy the .prf files between updates so you don't have to go through the process again for each new build.
    4. my muscle memory will have to adapt

    It probably comes down to preference and I think in that case we should prefer the status quo, particularly as there are already methods to adapt spellbook selection to ones own preference.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    This is an amazing change though, since you don't have to inscribe your books @m1-@m9 when you use keymaps. Seems to work fine too, except the fact that the header still displays letters instead of numbers.
    It was takkaria's work, and takkaria has also suggested it be reverted because it still has some issues. What do other people think?

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Nick
    I'm also likely to revert the "books only get referred to by numbers" change, because it still has some issues which are unlikely to be sorted quickly.
    This is an amazing change though, since you don't have to inscribe your books @m1-@m9 when you use keymaps. Seems to work fine too, except the fact that the header still displays letters instead of numbers.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Pete Mack
    @Ingwe--
    There really needs to be one more graph: of the dungeon limited by weak and non-moving monsters for guys like Saruman who can't "push past weaker monsters." That'd solve this routing issue.
    I agree, but in the case I mentioned, Saruman was not blocked by any monsters. He would move toward @, but if I two-stepped @ out of the entrance to the room, Saruman would stop moving. It was really weird, but strangely entertaining. @ could sit outside the room and, with some creative targeting, fire off missiles, orbs of destruction, etc., with impunity.

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  • Pete Mack
    replied
    @Ingwe--
    There really needs to be one more graph: of the dungeon limited by weak and non-moving monsters for guys like Saruman who can't "push past weaker monsters." That'd solve this routing issue.

    Leave a comment:

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