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  • Nick
    replied
    Originally posted by jevansau
    Thanks Nick, I've attached the randart file too.
    I did modify the store:inven-max:96 entry in constants as well.
    OK, this should work. It didn't particularly look like the problem was Single Combat related - let me know if you get any further crashes.
    Attached Files

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  • jevansau
    replied
    Thanks Nick, I've attached the randart file too.
    I did modify the store:inven-max:96 entry in constants as well.

    Leave a comment:


  • Nick
    replied
    Originally posted by jevansau
    There seem to be some bugs in the Paladin single combat spell.
    I had a crash from single combat - the only feature I can think of was that there were shots covering part of the floor.
    It appeared to restart OK at the start of the single combat, but after defeating the creature, I was left in an empty cell. I recalled and got an error going into town but was able to continue.
    After going into town and down into the dungeon, it now crashes on recall.

    Savefile attached - recovery would be welcome if possible.
    I'll need your randart file as well.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Bug: If "ignored" items are on the floor location, or if visible items are on the location, when @ casts or reads a Rune of Protection or casts a "Decoy", the rune or decoy is not placed, rather it destroys the ignored items. A second casting will create the rune or decoy. In regular Vanilla, such items are moved (or destroyed if there is no room to move them) and the rune is placed on the first casting.

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  • jevansau
    replied
    There seem to be some bugs in the Paladin single combat spell.
    I had a crash from single combat - the only feature I can think of was that there were shots covering part of the floor.
    It appeared to restart OK at the start of the single combat, but after defeating the creature, I was left in an empty cell. I recalled and got an error going into town but was able to continue.
    After going into town and down into the dungeon, it now crashes on recall.

    Savefile attached - recovery would be welcome if possible. Randart.txt also added.
    Attached Files
    Last edited by jevansau; September 1, 2018, 00:07. Reason: adding extra file

    Leave a comment:


  • ClaytonAguiar
    replied
    Suggestions? Here are some for you... :-)

    Hi,

    Please don't get angry. I'm just answering your request for suggestions. Be nice.

    Why can't we use ID scrolls to identify runes and curses? Perhaps as two different scrolls...

    Don't you think Ring of Barahir should be an easier drop or get more attractive bonuses? I play angband for decades and EVERY TIME I find it, its bonuses are useless compared to the rings I'm wearing.

    Ranger was always my favourite class. The recent changes to the game were interesting, but I think there's space for fine tuning. There are no more offensive spells, but a lot of mana available from mid- to end-game to spend mostly on Haste (my current ranger is now +35, so it's good but not not a great change) and herbal cure. What about new spells for temporary (or permanent) arrow branding (frost), runing (slay dragons), explosive (area-damage)?

    The new quiver system was a great idea, but the arrows seem to get destroyed very easily from elemental attacks and when used, forcing the ranger to melee combat most of the time. The rangers could have some sort of "quiver protection skill" (an extra saving throw to avoid arrow to get damaged or destroyed).

    Am I the only one who would like to keep all artifacts at home as trophies? With a different browsing system using pages instead of direct-access keys, it would be possible to enlarge the home space to keep them all. Or, perhaps, as a new building, the "museum".

    Leave a comment:


  • fph
    replied
    At that point, since we're looking at filtering spellbooks anyway, we could generate only books that the player can use.

    Leave a comment:


  • luneya
    replied
    Originally posted by Nick
    OK, this confirms that the extra books have introduced a new junk problem to deal with.
    Yep. I'll reiterate my suggestion from earlier in the development of the feature branch: at the beginning of the game, select two magic realms, one of which must be the player's own realm if the player is not a warrior, and have the game only generate spellbooks from the chosen realms. This will make it so that the supply of spellbook types that can be generated is roughly the same as it was under the old class system (when there were only divine and arcane), and thus there is no new junk problem.

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    New feature branch. Unmodified. Dlvl 1. 11 rooms & 6 books
    OK, this confirms that the extra books have introduced a new junk problem to deal with.

    Leave a comment:


  • wobbly
    replied
    New feature branch. Unmodified. Dlvl 1. 11 rooms & 6 books

    Leave a comment:


  • wobbly
    replied
    It's also the normal modified gens item placement. Just with corridor drops off. Only simple rooms though. Maybe the interesting rooms drop better.
    I'll turn squelch off and try it in feature. I reckon there are a lot of books, you just don't see the squelched class books

    Leave a comment:


  • wobbly
    replied
    Originally posted by Nick
    If you've removed other level 1 items from object.txt, you'll be getting relatively more books.
    It's feature branchs object.txt
    It's literally just cave-gen, player-cals, generate, monster.txt
    It's feature branch, with different gen and monsters. It's still feature branchs object.txt (It's actually the 2nd latest feature branch)

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    So I'm testing my own variant but it still got feature branch object and class in, but not a lot of floor items. All I can see is a billion books. Seems a little like book 1 drops a lot more then anything else. Possibly because every class has a book 1. It's pretty easy to see on a small level with not many items. They're almost all books.
    If you've removed other level 1 items from object.txt, you'll be getting relatively more books.

    Leave a comment:


  • wobbly
    replied
    So I'm testing my own variant but it still got feature branch object and class in, but not a lot of floor items. All I can see is a billion books. Seems a little like book 1 drops a lot more then anything else. Possibly because every class has a book 1. It's pretty easy to see on a small level with not many items. They're almost all books.

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    What actually matters for shield bash? Str? Dex? Shield weight?
    For chance of bashing: to-hit, DEX, dice of weapon compared to shield

    For bash damage: to-hit, player weight, inventory weight, shield weight, shield dice, player level, STR

    Leave a comment:

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