Bugs and issues in 4.1.0
Collapse
X
-
I've got a young @ mage with his back to the wall in a corridor and a panther pounding on him from the north. My frost bolts miss it, whether I target it explicitly or simply fire north; it's as if it isn't there. Any tips where I should set a breakpoint to debug this? -
-
I'm sure a new topic will come up some time in the next 50 nanoseconds.
Leave a comment:
-
speaking of Teleport Self;
TS works by sending you X distance away from your current location, where X is based on your CL.
Now, as i understand it, this means that the higher X, the better. However, when you are CL50, the spell tends to cycle you through a set number of teleport results.
I assume this is because the X value exceeds [a parameter i'm not sure of] and therefore only so many spots in the map qualify. However, when you are lower level, you actually teleport a smaller X away, thus making the spell BETTER when your CL is lower.Leave a comment:
-
Speaking of bailing out, I just bailed out of quaffing an unidentified potion at the "Direction?" prompt and didn't learn its identification. I think either I should learn that it's !Dragon's Breath (what other potion requires a direction?) or I shouldn't be allowed to bail out.Leave a comment:
-
-
Smeagol's crappy life and legacy (2-3 minor bugs)
(2 minor bugs with monster droppings + 1 misleading comment in monster.txt)
The first bug is not specific for V 4.1.0; it was introduced in some earlier version. But it's still there:
bug 1: Certain uniques drop an item or money. If they are supposed to drop "excellent treasure", this typically leads to a drop of "31 gold pieces worth of copper".
(Pfff. What a wondrous reward for hunting down Smeagol.)
Not vital, but nice if it got mended. Either by ensuring that "excellent treasure" really means "lots of dough"), or else by adding an ONLY_ITEM flag.
I did not look up excellent money drops in the code yet, but I suspect that turning 1dX into X/2+1d(X/2) may be sufficient. Maybe with a level boost added in.
I did scan gamedata/monster.txt, and found that most uniques that drop something already have the ONLY_ITEM flag. Only Smeagol, the 3 balrogs, the Lernean hydra, Pazuzu, Radagast, Arien and Osse do not have it. If there's any logic in that, I don't see it. Except for the Lernean hydra perhaps.
Of course, Smeagol does steal money now, but it would be more true to character if he stole jewelry and fish.
As a (kind of) workaround, I made my own mod for Smeagol (see below), where I beefed him up a bit (higher ac; steals items as well as money), and gave him more appropriate droppings, using the new "drop:" lines. So now he usually drops one or two rings, next to (a bit more) money and any stuff he recently stole from you or picked up.
For players who do not postpone the duel until they are at dlevel 20 or so, this drop can actually turn out pretty nice.
Code:misleading comment in monster.txt: # 'drop' lines create possible drops for specific monsters. [COLOR="Yellow"]If any L lines are # present, the monster will drop *only* items from its L lines[/COLOR]. Each item has # its percent chance rolled for individually.
So of Smeagol in the modded form below, it is said that he may carry "up to 6 objects or treasures". Which is not formally untrue, because with the spec shown, he MAY drop up to 10 rings. But on average, he drops 1.2 rings. And his faulty monster memory record was based on a drop that comprised 2 rings plus one pile of treasure composed of 4 identical-type little heaps.
Code:[Smeagol's monster.txt entry] name:Sméagol base:humanoid color:B speed:130 hit-points:400 hearing:20 armor-class:32 sleepiness:5 depth:3 rarity:2 experience:50 blow:TOUCH:EAT_GOLD blow:PUNCH:HURT:1d3 blow:TOUCH:EAT_ITEM blow:KICK:HURT:2d3 flags:UNIQUE | MALE | EVIL | INVISIBLE #flags:DROP_1 | DROP_GOOD | DROP_GREAT flags:DROP_4 | ONLY_GOLD drop:ring:Searching:20:1:1 drop:ring:Protection:10:1:1 drop:ring:Resist Fire and Cold:10:1:1 drop:ring:the Mouse:10:1:1 drop:ring:the Dog:10:1:1 drop:ring:Slow Digestion:10:1:1 drop:ring:Feather Falling:10:1:1 drop:ring:See Invisible:20:1:1 drop:ring:Reckless Attacks:10:1:1 drop:ring:Open Wounds:10:1:1 flags:RAND_25 | RAND_50 | TAKE_ITEM flags:HURT_LIGHT desc:Usually known as Gollum. He's been sneaking, and he wants his 'precious.'
-------------------------------------------
Two monsters to turn cavers into cadavers,
But only when together,
With the small one in front.
A hard one for poor Sméagol, who has never played angband.Leave a comment:
-
I thank you for this attempt to save us (and me in particular) from taking the path to boredom. Let me try to return the favor.
To keep you from the tedium of constantly switching gear around to improve your chances on winning the game, you will from now on only change gear in town. I for my part will renounce all search-boosting gear. Does that strike you as a good deal?
But all that doesn't really matter now, because as it turns out my understanding of the current system (or my understanding of Nick's modification) was flawed:
Originally posted by NickWell done! You have accurately described the system as currently implementedLeave a comment:
-
There's a difference between quirks and game mechanics, in that the latter is intentional. Your list is a mix of quirks and mechanics; for example, selling for 0 gold is absolutely a mechanic, not a quirk.
But more importantly, there's a difference between fun quirks and tedious quirks.
But in the end, any quirk can become a routine, and then a drudge, if you use it too often or too long. Like any part of gameplay. So the trick is to stop going through the motions when you feel the onset of boredom. Which, admittedly, can be hard. Because routines are addictive. Sometimes, it is easier to make some modifications that force you to behave differently.
Which is what you seem to be bent on. Not just for yourself, but for the entire community. You are trying to save us all from tedium.
Putting searching gear off and on is a tedious way to detect traps. I don't think anyone really wants to go around constantly switching their gear around to improve their odds of detecting traps. What they really want is to not be surprised by a trap. To the extent that the game is rewarding constantly swapping gear around, the game should be changed so that said gear-swapping is not necessary, in an attempt to make the game more fun (by eliminating a source of tedium). The easiest way to do that is to make gear-swapping unrewarding, which can be done by giving the player exactly one chance to see each trap.
To keep you from the tedium of constantly switching gear around to improve your chances on winning the game, you will from now on only change gear in town. I for my part will renounce all search-boosting gear. Does that strike you as a good deal?
Let us pray that it will help us both to make our games more fun!
----------------------
Melee is for warriors.
We paladins prefer mêlée.Leave a comment:
-
How about this, then: when a trap is generated, it gets a randomly-generated difficulty score for noticing it. If your search skill exceeds the difficulty, you can see it, with no roll required (conversely, if your skill is too low, then you cannot see it). If you failed to notice a trap, but then equip an item that improves your search skill, now you can see it because your skill is higher. But removing/re-equipping the item has no effect, because you only get one roll for every trap: the roll that determined the trap's difficulty score at the outset. If you want to run around with low search skill, and then equip items that improve your search skill when you suspect traps have sprung up around you, you can, and doing so will help you notice traps "post-hoc". But I don't see any obvious way to game the proposed system to let you tediously search for traps.Leave a comment:
-
I realise this is controversial but I would like to unify the various kinds of lines and corners in angband so that if you can see it, it can see you and you can target it, and if you can't see it, you can't target it. But I'll probably just leave that on the feature list of my imaginary variant.Leave a comment:
-
How about this, then: when a trap is generated, it gets a randomly-generated difficulty score for noticing it. If your search skill exceeds the difficulty, you can see it, with no roll required (conversely, if your skill is too low, then you cannot see it). If you failed to notice a trap, but then equip an item that improves your search skill, now you can see it because your skill is higher. But removing/re-equipping the item has no effect, because you only get one roll for every trap: the roll that determined the trap's difficulty score at the outset. If you want to run around with low search skill, and then equip items that improve your search skill when you suspect traps have sprung up around you, you can, and doing so will help you notice traps "post-hoc". But I don't see any obvious way to game the proposed system to let you tediously search for traps.Leave a comment:
-
I don't think this is desirable. As you can see it's leading people back into the tedium of searching for traps, just by abusing quirks of the game mechanics rather than by using standard, well-documented tools like a search command. IMO you should get one chance to see each trap, period. If you want a higher chance, you have to be wearing your search gear while you're exploring (or while fighting trap-summoners).Leave a comment:
-
I realise this is controversial but I would like to unify the various kinds of lines and corners in angband so that if you can see it, it can see you and you can target it, and if you can't see it, you can't target it. But I'll probably just leave that on the feature list of my imaginary variant.Leave a comment:
-
And whence this indignation about other players "abusing" quirks?
Nearly all players make use of game quirks now and then. Such as "selling" potentially harmful consumables for 0 gold, wasting a quylthulg from "around the corner" (using the quirk that Q can only teleport or summon with you in LoS), and reading unknown scrolls on a stairway (using the quirk that monsters cannot follow you onto the stairs).
Would like to forbid all of these?
Putting searching gear off and on is a tedious way to detect traps. I don't think anyone really wants to go around constantly switching their gear around to improve their odds of detecting traps. What they really want is to not be surprised by a trap. To the extent that the game is rewarding constantly swapping gear around, the game should be changed so that said gear-swapping is not necessary, in an attempt to make the game more fun (by eliminating a source of tedium). The easiest way to do that is to make gear-swapping unrewarding, which can be done by giving the player exactly one chance to see each trap.Leave a comment:
Leave a comment: