Current master post-4.1.3

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  • Youssarian
    Scout
    • Feb 2019
    • 27

    Thanks! That explains that very nicely.

    I think it would be a good idea to make the new books and classes clearer for players. Maybe instead of the it being Book of Spells [@##] for all of them, each class could call their books something different.

    Priest - Holy Scriptures [x]
    Mage - Codex of Incantations [x]
    Druid - Leaflet of Nature [x]
    Rogue - Manual of Skills [x]

    and etc etc for the different classes that cast spells.

    Also I had no idea about the darkness thing in Necromancer. Maybe on the character info screen, class benefits / restrictions should be added somewhere?
    In the halls of Angband, Melkor discovers cupcakes and is changed forever.

    He commands his servant Sauron to create the One Cupcake of Doom!

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      Yes, more clarity on necromancers and light, and a improved handling of the books are both needed.

      Spelling error will be fixed in next build
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        Nightlies page has new builds, a few small changes:
        • Bug where held monsters could move if they were stunned as well is fixed (thanks wobbly)
        • Ogre mages coloured like other mages
        • Typo in Old Man Willow's description carefully imported from ToME has been ruthlessly destroyed
        • Monster lore file (lore.txt) should now load fine even if it has obsolete monsters in it
        More bugfixes will come, I'm also going to start looking at the artifact list (tweaking individual items rather than removing old ones or introducing new ones) and randart generation.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          Amulet with no-tele curse disallows player teleport but allows monsters to do tele_to. Is that intentional? If so, that certainly acceptable but if monsters couldn't do tele_to then there would be cases where you may want to wear it. Only to die horribly a while later after forgetting to take it off. Hehe

          Comment

          • Thraalbee
            Knight
            • Sep 2010
            • 707

            money is a pain!

            A long term irritation is the enforced pickup gold even when all money items are squelched. In ironman games I prefer to be broke, it helps when meeting Smegaol and blue p's whom I hunt for ?phase door

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              Originally posted by Thraalbee
              A long term irritation is the enforced pickup gold even when all money items are squelched. In ironman games I prefer to be broke, it helps when meeting Smegaol and blue p's whom I hunt for ?phase door
              I do the same, but why is it irritating? It just seems irrelevant. I don't "see" the money or gems, since they're ignored, but the fact that @ picks up gold underfoot and that gold can be stolen doesn't matter to me. Do you think it makes a difference when fighting Smeagol or thieves if they steal gold? Whether @ has gold to be stolen and they blink (phase door) away, or has zero gold so they fail to steal gold and still blink away, doesn't really matter, does it? Am I missing something?
              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

              Comment

              • Grotug
                Veteran
                • Nov 2013
                • 1637

                Originally posted by Thraalbee
                Amulet with no-tele curse disallows player teleport but allows monsters to do tele_to. Is that intentional? If so, that certainly acceptable but if monsters couldn't do tele_to then there would be cases where you may want to wear it. Only to die horribly a while later after forgetting to take it off. Hehe
                Seems to me monsters should not be able to teleport @ to them if @ is wearing no teleport curse.
                Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                Detailed account of my Ironman win here.

                "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                Comment

                • Thraalbee
                  Knight
                  • Sep 2010
                  • 707

                  Originally posted by Ingwe Ingweron
                  ... Whether @ has gold to be stolen and they blink (phase door) away, or has zero gold so they fail to steal gold and still blink away, doesn't really matter, does it? Am I missing something?
                  The way I read the code is that it exits after fail to steal due to impoverished player but otherwise proceeds to the "Blink away" part which always triggers after successful steal. If this is correct, then 0 gold reduces the chance for a blink. [EDIT] eh, I think I am wrong there. That would take e.g. the "if (gold <= 0)" to be "if (current_player->au <= 0)"



                  Code:
                  static void melee_effect_handler_EAT_GOLD(melee_effect_handler_context_t *context)
                  {
                  ...
                      /* Attempt saving throw (unless paralyzed) based on dex and level */
                      if (!current_player->timed[TMD_PARALYZED] && ... save ... ) {
                          msg("You quickly protect your money pouch!");
                          /* Occasional blink anyway */
                          if (randint0(3)) context->blinked = true;
                      } else {
                          s32b gold = (current_player->au / 10) + randint1(25);
                          if (gold < 2) gold = 2;
                          if (gold > 5000) gold = (current_player->au / 20) + randint1(3000);
                          if (gold > current_player->au) gold = current_player->au;
                          current_player->au -= gold;
                          if (gold <= 0) {
                              msg("Nothing was stolen.");
                              return;
                          }
                          /* Let the player know they were robbed */
                          msg("Your purse feels lighter.");
                          if (current_player->au) msg("%d coins were stolen!", gold);
                          else msg("All of your coins were stolen!");
                          /* While we have gold, put it in objects */
                          ...
                          /* Redraw gold */
                          ...
                          /* Blink away */
                          context->blinked = true;
                      }
                  }

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    It appears you're correct, that monsters will not blink if the player is broke. IMO this is a bug, precisely because it encourages avoiding picking up money to keep thieves from teleporting. Thief teleportation is a fundamental part of their character as monsters, if you want them to not do it then don't let them get into melee range.

                    Thinking of it from an in-game perspective, what incentive does a thief have to stick around near an angry person who has nothing worth stealing?

                    Comment

                    • Thraalbee
                      Knight
                      • Sep 2010
                      • 707

                      Agree. If eat_gold was successful but there is no gold, it would be reasonable to proceed to steal an item instead.

                      Comment

                      • Thraalbee
                        Knight
                        • Sep 2010
                        • 707

                        But on the other hand, the thief does have a reason to stay around, failure sucks and there is always another pocket to try. no?

                        Comment

                        • mrfy
                          Swordsman
                          • Jul 2015
                          • 328

                          Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9634

                            Originally posted by mrfy
                            Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.
                            Nice catch. It turns out that that's an archer pit:
                            Code:
                            name:Archers
                            room:1
                            alloc:1:25
                            obj-rarity:0
                            mon-base:kobold
                            mon-base:orc
                            mon-base:person
                            color:W
                            color:D
                            spell-req:ARROW
                            Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • mrfy
                              Swordsman
                              • Jul 2015
                              • 328

                              Originally posted by Nick
                              Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
                              Died not too long after running into a Maia of Mandos, it changed into a time vortex (quite a surprise there!), 2 breaths and dead.

                              So I thought by adding "-I" or "-II" to character name it would automatically increment when starting from previous save file. Doesn't seem to be working.

                              Comment

                              • Estragon
                                Rookie
                                • Jun 2016
                                • 17

                                Trying out the Necromancer, and just found a randart that activates for teleport. On inspection the activation description reads: "When activated, it teleports you randomly about 6034472405570f the largest distance you could go."

                                Comment

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