Current master post-4.1.3

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  • Thraalbee
    replied
    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?

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

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  • Derakon
    replied
    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?

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  • Thraalbee
    replied
    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;
        }
    }

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  • Grotug
    replied
    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.

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  • Ingwe Ingweron
    replied
    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?

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  • Thraalbee
    replied
    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

    Leave a comment:


  • Thraalbee
    replied
    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

    Leave a comment:


  • Nick
    replied
    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.

    Leave a comment:


  • Nick
    replied
    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

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  • Youssarian
    replied
    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?

    Leave a comment:


  • wobbly
    replied
    Originally posted by Youssarian
    I have a question on the spell books for the new jobs. I am trying to play a mage and can buy a Book of Magic Spells [practical spells] which is the same color as my mage class books. However I cannot browse it or look at it in any other way.
    It's the rogue spell book. This comes up a lot & I think should be made a little more obvious in some way.
    Originally posted by Youssarian
    Also, the chance for failure for the beginner Necromancer spells seems really high.
    Necromancers get a penalty standing in the light but don't need a torch to see. This could probably also be clearer.

    Leave a comment:


  • Youssarian
    replied
    I have a question on the spell books for the new jobs. I am trying to play a mage and can buy a Book of Magic Spells [practical spells] which is the same color as my mage class books. However I cannot browse it or look at it in any other way.

    Is this intentional somehow? Or is magic still a work in progress? It also only costs 25 gp in the store which is the same price as the starter book which I start with in my inventory.

    Also, the chance for failure for the beginner Necromancer spells seems really high.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Another awesome accomplishment, Nick. Thank you for the great work you do.

    One extremely minor bug (spelling) slipped through, the description of Old Man Willow's "...may long-fingered hands...".

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  • Nick
    replied
    New builds are now up on the nightlies page, incorporating:
    • A new font, 16x16xw.fon, for use in Windows, SDL or SDL2 (thanks to Mikolaj)
    • Documentation for adding tilesets (thanks to wkmanire)
    • Some macOS bugfixes (thanks to elly)
    • The feature/monster branch.


    So with the (major) monster changes now incorporated, I will be focusing on master from now on, probably starting off with some bugfixes.

    Leave a comment:

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