I can't remember if I asked for this before, but any thoughts on changing the elemental rings such that:
Ring of Flames gives rCold instead of rFire
Ring of Ice gives rHeat instead of rCold
Ring of Lightning gives rAcid
Ring of Acid gives rLightning
I find it annoying to have the damage activation be worse than useless when I need a specific temporary resistance. If I need rFire, the best a fire ball is going to do is nothing, with wake-up things I didn't want woken up being a likely effect. If I want the extra elemental damage of a fireball vs a monster susceptible to fire, it is unlikely to have a fire attack that would be mitigated by the rFire. "cross-type" effects would be more useful in most circumstances.
Preparation for 4.1 release
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Got an error descending some stairs in the latest nightly:
Code:File: gen-util.c, Line 441 Expression: square_in_bounds(c, y, x)
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You're ignoring the possibility of cursed ego items.
Until it is fully idenitfied, you sword could be (for example) a Sword of the Nazgul (ESP, cold immunity, drain experience). Only thing you know for sure is that it isn't an artifact, so the game only offers you to squelch this item, or all non-artifact swords.- This item only
- All non-artifact edged weapons
- All cursed non-artifact edged weapons
Sure, for implementation, this will require us to double the size of the squelch-check table, as we'll need to store different squelching preferences for cursed and uncursed items in each category, but we're well past the era when that sort of thing mattered.Last edited by luneya; June 3, 2017, 20:44.Leave a comment:
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[...]because the game can't tell the difference between a Short Sword {cursed} and The Short Sword of Beruthiel {cursed}.
[...]
Does it have {cursed} in the name? Is is NOT-AN-ARTIFACT? Ok then, squelch it.
I can squelch stuff of -Slay Orc, why can't i squelch stuff of -{curse} ?
Until it is fully idenitfied, you sword could be (for example) a Sword of the Nazgul (ESP, cold immunity, drain experience). Only thing you know for sure is that it isn't an artifact, so the game only offers you to squelch this item, or all non-artifact swords.Leave a comment:
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I don't code, so who am I to say. More hard than damage calculation, blow information, to-hit chances, or any number of other things in the lore/monster code? It's odd that it used to give the information, but now it doesn't. Given the infinite complexity of all the other things you've coded to make the game better, I found this step backward surprising.
I'll just get used to panicking when I look at a monster and see those red flags in the information.Leave a comment:
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I'm not sure how one draws a philosophical line to decide "this" information known by @ will be made easily accessible to player, but "that" information known by @ will not be made easily accessible. Why is draining less important than any other thing in the lore file?Leave a comment:
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I'm not sure how one draws a philosophical line to decide "this" information known by @ will be made easily accessible to player, but "that" information known by @ will not be made easily accessible. Why is draining less important than any other thing in the lore file?Leave a comment:
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i get what you mean, but from a practical point of view, this doesn't really work?
before, you had
Artifact
Great
Good
Average
Cursed
i know there's also Bad but they are irrelevant
Now what you have is
Artifact
Possibly an artifact
possibly also an artifact
again, possibly an artifact
boring old standard sword
because the game can't tell the difference between a Short Sword {cursed} and The Short Sword of Beruthiel {cursed}.
ideally the squelch would understand that we mean:
Artifacts of all kind including cursed ones
Non-cursed stuff
anything else with a curse
all i'm saying is that, in the instance i described, i was expecting a message such as "squalch all cursed items", or "squelch all average/bad cursed items", or "sq all cursed good" or "cursed ego" , or simply "squelch everything cursed except artifacts", because that is exactly what i wanted.
Does it have {cursed} in the name? Is is NOT-AN-ARTIFACT? Ok then, squelch it.
I can squelch stuff of -Slay Orc, why can't i squelch stuff of -{curse} ?
You have an issue with the new Rune system, i understand that. I supposed you could easily implement a system of "squelch all Air Swing" or "all Siren". But since we can see what effects are in red text, and so can the game, it shouldn't be a problem to have a "squelch anything with ANY curse run on it, IF YOU CAN" which still leaves artifacts unsquelched.Leave a comment:
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Following up on an old report:
What is actually happening here is that when an item isn't completely known, the only options given are "this item only" and "all non-artifacts". So this is correct behaviour.Leave a comment:
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OK, new builds will be up on the nightlies page shortly, changes are:- Randart jewellery is now started from scratch and given random properties, rather than being based on an existing ring or amulet kind
- Pile crash bug fixed (pickup when blind)
- Artifact lanterns and torches are no longer generated (charging) for large times
- Nomad's bug about weird descriptions of cursed torches is fixed; please report if there's any new weirdness with ID gained on wielding
- Crash bug on using mouse in MacOS for targeting probably fixed
- Looking at unknown egos in the home no longer gives away the ego name
The list of outstanding bugs is getting shorter, although there are still some in the Comp 205 thread (mostly brought up by bron) which are not listed. Please report more bugs, or if there are things you are still not happy with.Leave a comment:
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Somewhere along the way in the latest few batch of nightlies, the "drain charges" mechanic in monster lore got changed. Now, even though @ has no wands or staves to drain, looking at Feagwath the lore says touch to drain charges in red. Previously, if the @ had no wands or staves to drain, the lore would show the information "drain charges" in green.Leave a comment:
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Here's a niche one: if you press 'x' to swap equipment but you don't have anything equippable in your inventory, you get the repeat prompt instead. I'm guessing this bug has actually been around forever and is a result of that little code quirk that allows you to autoswap two weapons without being prompted to enter an inventory letter if they're both inscribed @0. When there's no equipment in the inventory to select the game ends up executing x, 0 as two separate commands. (I guess it just doesn't come up much because having nothing equippable in your pack, forgetting that and trying to use the swap command anyway is a comparatively rare situation.)Leave a comment:
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Pile bug turns out to be that pickup assumes the floor holds a nice known pile of objects, ie a pile "seen" by square_know_pile(). Problem is that doesn't happen when you're blind. Solution is easy and intuitive - put a call to square_know_pile() in the pickup code. Will be fixed in the next build.Leave a comment:
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