Preparation for 4.1 release

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  • saharvey2
    replied
    Another example of a disconnected section of the maze. Angband 4.1.2

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  • kandrc
    replied
    No. No brightness, either.

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  • Nick
    replied
    Originally posted by kandrc
    I just finished a game (a winner) in which I never saw an artifact light source. Checking the spoilers afterward, there were 10 artifact lights (4 torches, 4 lanterns, a phial, and a star, most of them sufficiently common that I should have seen them).

    I think this may at least partially be a squelch issue. I squelched all non-artifact torches when I found my first lantern. From that time, I never saw another torch, which is not the expected behavior.
    OK, that's entirely possible. I'll check.

    Originally posted by kandrc
    I also never saw an everburning lantern. I saw dozens of True Sight, so I was generating ego lanterns, but I never got everburning. And I didn't squelch any lanterns, because I wanted to keep them showing up to refuel with.
    Did you see any Lanterns of Brightness? Brightness and Everburning are native to DL1-30, whereas True Sight is DL20 and down, so it's not impossible that this might be normal behaviour.

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  • kandrc
    replied
    Posting here because I started the game in question a few days ago.

    I just finished a game (a winner) in which I never saw an artifact light source. Checking the spoilers afterward, there were 10 artifact lights (4 torches, 4 lanterns, a phial, and a star, most of them sufficiently common that I should have seen them).

    I think this may at least partially be a squelch issue. I squelched all non-artifact torches when I found my first lantern. From that time, I never saw another torch, which is not the expected behavior.

    I also never saw an everburning lantern. I saw dozens of True Sight, so I was generating ego lanterns, but I never got everburning. And I didn't squelch any lanterns, because I wanted to keep them showing up to refuel with.

    I had to close the game at some point, and when I reloaded, the weight bug popped up, so I updated this morning; unfortunately, beyond saying that my previous update was 3 or 4 days ago, I have no way of saying what the checkpoint was.

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  • Ingwe Ingweron
    replied
    Originally posted by Gwarl
    The burning up/melting thing is probably actually my first consideration with ammo. I want to fire my high-damage seeker arrows while I still have them, so when hitting 'h' for 'fire most exxpendable ammo' I'd rather it not default to mithril while my seeker arrows are sitting in the back burning up.

    I see mithril ammo as my endgame staple, and seeker ammo as something that's nice while it lasts but will be gone soon anyway whether I fire it or not.
    I think you may be an outlier in that thinking. Nonetheless, a pebble of slay anything, or even magical, is more valuable to me than a regular iron shot in that it does a lot more damage, but in the current sorting is treated as the most 'expendable' ammo.

    As for your end-game thinking. A seeker arrow of Holy Might usually does more damage to Morgoth than a mithril arrow of Holy Might, but both are subject to destruction by Mana Storms. Damage is what matters. Damage. Damage. Damage. If you're worried about fire or acid, buy insurance (e.g., Thorin, Eol, etc.)

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  • Gwarl
    replied
    The burning up/melting thing is probably actually my first consideration with ammo. I want to fire my high-damage seeker arrows while I still have them, so when hitting 'h' for 'fire most exxpendable ammo' I'd rather it not default to mithril while my seeker arrows are sitting in the back burning up.

    I see mithril ammo as my endgame staple, and seeker ammo as something that's nice while it lasts but will be gone soon anyway whether I fire it or not.

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  • Ingwe Ingweron
    replied
    Originally posted by Gwarl
    Makes perfect sense to me. You want to use up your more expendable arrows first, and seeker arrows will go down anyway as you get burned/melted etc. Mithril arrows are the more valuable, and should be lower on the list.
    Value for selling, sure. But I measure value by damage output. The first slot should be the lowest damage output (for automatic "h" spamming at the nearest target), the remaining slots should be in order of damage, from least to greatest (at least of regular damage, as slay damage is more variable). "More expendable" is nearly meaningless to me. Do you mean they don't burn up, so they are more valuable? Who cares?! They still break. Why should a Seeker Arrow of Holy Might be less "valuable" than a lowly regular Mithril Arrow?

    Categorizing them in order of arrows, seeker arrows, mithril arrows, and then by damage only within those categories makes no sense to me from a game-play perspective. The damage categorization should cross all three types.

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  • Gwarl
    replied
    Makes perfect sense to me. You want to use up your more expendable arrows first, and seeker arrows will go down anyway as you get burned/melted etc. Mithril arrows are the more valuable, and should be lower on the list.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Just a dumb nagging question, Nick. In the quiver, why are Mithril Arrows sorted after Seeker Arrows rather than sorted by damage output?
    Because that's where they come in object.txt. I'll change that at some point.

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  • Ingwe Ingweron
    replied
    Just a dumb nagging question, Nick. In the quiver, why are Mithril Arrows sorted after Seeker Arrows rather than sorted by damage output?

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  • Nick
    replied
    Originally posted by Gwarl
    Attached is a savefile suffering from the weight bug. Seems to happen a fair amount.
    Thanks, problem found and fixed in development.

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  • Gwarl
    replied
    Attached is a savefile suffering from the weight bug. Seems to happen a fair amount.
    Attached Files

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  • Nick
    replied
    Originally posted by kandrc
    Are we supposed to get the same town game after game?
    Sort of. It was an accidental side-effect of a change I made to fix level generation crashes, and once I noticed it I thought it made sense. Note that you only get the same town if you open your old savefile.

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  • kandrc
    replied
    Are we supposed to get the same town game after game?

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  • Nick
    replied
    Originally posted by Gwarl
    More bugs: when playing a rogue, loading a saved game I was inexplicably overburdened. I removed/dropped all gear and inventory, still overburdened. Quit out/logged back in, naked and carrying nothing, 24lbs burden. Saving/quitting repeated the same bug later. I was STR drained at the time.
    Hm, that's odd. Savefile would be handy if you see it again.

    Originally posted by Gwarl
    Also exp drained: however killing creatures was adding to both my current exp as well as my max exp.
    That's normal, but max exp will increase at one tenth the rate of exp.

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