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.
Preparation for 4.1 release
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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:
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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*Leave a comment:
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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:
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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.Leave a comment:
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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:
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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:
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I think an auto-inscription pref file that's read automatically the way the roguelike keymaps would be better. Include conditional checks by class.Leave a comment:
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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.
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:
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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:
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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:
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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:
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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.Leave a comment:
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@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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