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  • Thraalbee
    Knight
    • Sep 2010
    • 707

    Minor thing. When having fire immunity, running into lava still stops with a warning "... step into it?" whereas walking into lava does not give such a warning.

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      Something's bothering me a lot with the latest classes... Rogues are not able to detect traps??? Err... Sorry but that's like the first thing you learn as a rogue, like "FIRE" for mages or "CURE" for priests.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        Originally posted by PowerWyrm
        Something's bothering me a lot with the latest classes... Rogues are not able to detect traps??? Err... Sorry but that's like the first thing you learn as a rogue, like "FIRE" for mages or "CURE" for priests.
        They get perfect disarm fairly quickly, though.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Chud
          Swordsman
          • Jun 2010
          • 309

          New winner for lame randart... The Long Sword of Gunuruil (2d5) (+6, +8).

          The only other thing it has? Slay animal. That's it. Nothing else.

          Comment

          • Estragon
            Rookie
            • Jun 2016
            • 17

            Originally posted by Chud
            New winner for lame randart... The Long Sword of Gunuruil (2d5) (+6, +8).

            The only other thing it has? Slay animal. That's it. Nothing else.
            hah, that's nothing:

            The Ring of Eondi
            Provides resistance to fire. Cannot be harmed by lightning. Aggravates creatures nearby.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              Pretty sure that Mormegil and Beruthiel are worse.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                Nick-- why are Dreads so deep? Yes they were tough at dl 36...and that is good. But they are pretty much solved by dl 44.

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9634

                  Originally posted by Pete Mack
                  Nick-- why are Dreads so deep? Yes they were tough at dl 36...and that is good. But they are pretty much solved by dl 44.
                  One of the aims was to spread the lump of monsters before DL50 out a bit, which mostly got done by moving things deeper and buffing them. I thought dreads, in comparison to other things (especially the other ghosts), were probably more of a DL44 monster, but maybe they should be buffed a bit too.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • wobbly
                    Prophet
                    • May 2012
                    • 2629

                    I don't dispute that dreads are tougher then most things at their old depths but I do dispute that monsters should appear at there "correct" depth in the monster list (see others comments upthread on white wraiths).

                    You know one of the changes I liked least in late poscheng was the removal of Gachapin. He appeared super early for the threat level he presented, adding occassional danger to otherwise "safe" mid-levels. An early dangerous monster presents a different threat to OOD, eapecially considering there's a dynamic (earlier dreads + OOD). It's a different density & probability spread. I think it's a mistake to impose too much order here.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      Originally posted by Pete Mack
                      Pretty sure that Mormegil and Beruthiel are worse.
                      Beruthiel is actually useful. I've used it in the past when it was my only source of ESP.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        Ok maybe you can help me here...

                        I have implemented in PWMAngband the change that moves all books from object.txt to class.txt and now I have a constant crash when launching the game.

                        The crash happens when registering the artifacts. I have put a watch on "classes->start_items->kind->name" which shows "Word of Recall", but when the game registers the Arkenstone, this value changes to "NULL" when the code does:

                        Code:
                        temp = mem_realloc(k_info, (z_info->k_max + 1) * sizeof(*temp));
                        Any idea?
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          Originally posted by PowerWyrm
                          Ok maybe you can help me here...

                          I have implemented in PWMAngband the change that moves all books from object.txt to class.txt and now I have a constant crash when launching the game.

                          The crash happens when registering the artifacts. I have put a watch on "classes->start_items->kind->name" which shows "Word of Recall", but when the game registers the Arkenstone, this value changes to "NULL" when the code does:

                          Code:
                          temp = mem_realloc(k_info, (z_info->k_max + 1) * sizeof(*temp));
                          Any idea?
                          It may be the order you are reading the datafiles. Both the books (in class.txt) and the special artifacts add extra object kinds to k_info, but books increment k_max and ordinary_kind_max, where special artifacts only increment k_max. Because of this you have to parse artifact.txt after class.txt in init_arrays().

                          That's my best guess, anyway
                          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

                            Originally posted by wobbly
                            I don't dispute that dreads are tougher then most things at their old depths but I do dispute that monsters should appear at there "correct" depth in the monster list (see others comments upthread on white wraiths).

                            You know one of the changes I liked least in late poscheng was the removal of Gachapin. He appeared super early for the threat level he presented, adding occassional danger to otherwise "safe" mid-levels. An early dangerous monster presents a different threat to OOD, eapecially considering there's a dynamic (earlier dreads + OOD). It's a different density & probability spread. I think it's a mistake to impose too much order here.
                            Don't worry, I don't think I've created a perfectly smooth monster difficulty progression
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              Originally posted by Nick
                              It may be the order you are reading the datafiles. Both the books (in class.txt) and the special artifacts add extra object kinds to k_info, but books increment k_max and ordinary_kind_max, where special artifacts only increment k_max. Because of this you have to parse artifact.txt after class.txt in init_arrays().

                              That's my best guess, anyway
                              Seems I missed a part of the change in the corresponding commit. The field "kind" in struct start_item was replaced by the (tval,sval) pair, which of course fixes the problem since instead of loading the kind during parsing it's loaded when creating the character. Problem solved.
                              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                Originally posted by Nick
                                Don't worry, I don't think I've created a perfectly smooth monster difficulty progression
                                Can you give some examples of monsters in your version that are unusually dangerous for their depth?

                                Comment

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