Current master post-4.1.3

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  • wobbly
    replied
    Originally posted by Nick
    New builds now on the nightlies page, with the following changes:
    • The experiment of having object power calculations in a data file is over; it was intended to give players the opportunity to tweak these calculations, but the actual effect was that when I wanted to tweak them I couldn't easily even understand it. So the power code is now all back in obj-power.c. Also, the process of making the data file required some changes to power calculations, the effect of which roughly seems to have been to undervalue many weapons. So there is a gameplay result of this change, which I hope will be to nerf randart weapons a bit as Grotug and others have been calling for. I'm interested to hear how this plays out before making any other randart changes.
    The price of cloaks has changed from 1 to 6 in the general store. It's identical to 4.1.3 in objects.txt so I'm assuming it changed when this changed? It's not necessarily a bad change, I'm just curious why prices changed & whether price changes were intentional.

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  • wobbly
    replied
    Started a kobold blackguard, default settings, angband.live & had 0 gold left after the starting kit.
    Blackguard & necromancer's 1st book is still different. They are the only classes setup that way.
    Ok I can see why I have no gold:
    Code:
    ### BLACKGUARD ###
    book:shadow book:town:[Dark Rituals]:4:shadow
    
    
    
    spell:Dark Focus:8:5:5:8
    ### NECROMANCER ###
    book:shadow book:town:[Dark Rituals]:5:shadow
    
    book-graphics:?:P
    
    book-properties:400:40:10 to 100
    
    
    
    spell:Tap Unlife:7:0:50:3
    Last edited by wobbly; May 6, 2019, 06:50.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    OK, I see this and it's very odd. Most of those red stars aren't actually objects. Further investigation required.
    Couldn't remember if they were objects, or ignored objects that were just not showing up. Shouldn't be former objects that were picked up by monsters, as @ had just cast Detect Objects. If I remember right, didn't we have a similar issue with the red stars way back when you and I were seriously play-testing every aspect of the recode project?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Another one of those "9" levels; I haven't yet played through the level to see if the "9" was justified, but this is a different bug. Findirz is a Dunadan Rogue and has just cast Object Detection (twice in a row in fact, just to be sure I wasn't crazy). There are three red (*) unidentified, but clearly within range of the spell, while other items in that range were identified. Here is the savefile: [ATTACH]1725[/ATTACH]

    EDIT: I also made a quick look around the level at the items and again the "9" seems unjustified. Oh, this is all on the latest Apr 29, 84ffecf82, nightly.
    OK, I see this and it's very odd. Most of those red stars aren't actually objects. Further investigation required.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    OK, thanks, will follow that up.
    Another one of those "9" levels; I haven't yet played through the level to see if the "9" was justified, but this is a different bug. Findirz is a Dunadan Rogue and has just cast Object Detection (twice in a row in fact, just to be sure I wasn't crazy). There are three red (*) unidentified, but clearly within range of the spell, while other items in that range were identified. Here is the savefile: Findirz.zip

    EDIT: I also made a quick look around the level at the items and again the "9" seems unjustified. Oh, this is all on the latest Apr 29, 84ffecf82, nightly.
    Last edited by Ingwe Ingweron; May 3, 2019, 17:27.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Something seems to have gone awry with treasure level feeling calculations, and I suspect it was somewhere in this change. I've had a @ scumming levels on DL97 and DL98 and have come across a rather large number of "Superb" "9" treasure feelings; so far, only one of those appeared to be legitimate.
    OK, thanks, will follow that up.

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  • Ingwe Ingweron
    replied
    Originally posted by khearn
    Ingwe,

    Is it possible that you are ignoring things that are contributing to the level treasure feeling?
    No, I used shift-k to unignore the levels when trying to figure out what I was missing. Something has definitely gone wrong with the treasure feeling.

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  • khearn
    replied
    Ingwe,

    Is it possible that you are ignoring things that are contributing to the level treasure feeling?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    [*]The experiment of having object power calculations in a data file is over; it was intended to give players the opportunity to tweak these calculations, but the actual effect was that when I wanted to tweak them I couldn't easily even understand it. So the power code is now all back in obj-power.c. Also, the process of making the data file required some changes to power calculations, the effect of which roughly seems to have been to undervalue many weapons. So there is a gameplay result of this change, which I hope will be to nerf randart weapons a bit as Grotug and others have been calling for. I'm interested to hear how this plays out before making any other randart changes.
    Something seems to have gone awry with treasure level feeling calculations, and I suspect it was somewhere in this change. I've had a @ scumming levels on DL97 and DL98 and have come across a rather large number of "Superb" "9" treasure feelings; so far, only one of those appeared to be legitimate.

    Leave a comment:


  • fph
    replied
    Bug report: while polymorphed, it's impossible to ignore objects. I think it's only a "convenience" UI option, and it should be excluded from the rule that polymorphed players cannot use objects.

    Leave a comment:


  • Nick
    replied
    I'd like to leave High Elves without an XP modifier for now - they were actually one of the reasons why I wanted it gone. Also, surely any argument that applies to them applies as well to Dunedain.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    It is much nastier (chance to drain STR and/or drain CON and/or drain XP every turn), but lasts a max of 10 turns. There is no cure but waiting
    So, yep, either kill them with ranged attacks, hopefully with them out of line-of-sight so they can't summon, or TO them. Much too dangerous events to have happening during the final battles with Sauron and Morgoth.

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  • PowerWyrm
    replied
    birth.txt didn't get updated with the new classes/xp penalty changes

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  • Pete Mack
    replied
    Agree completely with Voovus. High elf is designed (perhaps unintentially) for diving, and should be encouraged to do so. The way to do that is with a big EXP penalty.
    In contrast, mage is also designed for diving, but has so mucb trouble actually killing things, the EXP penalty doesn't make so much sense.

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  • Voovus
    replied
    Originally posted by Nick
    No, but classes no longer have an XP modifier. My plan has always been that races won't either; also my current plan is to make that change and no others to races.
    I quite like the existing penalty for High Elves. It makes them feel different from the rest, which I think is a good thing. However, the advantage that Humans currently get over other races is tiny. How about giving only Humans and High Elves XP modifiers for levelling, such as
    Humans: 50% (translates roughly to +3 levels)
    High Elves: 200% (translates roughly to -3 levels)

    Leave a comment:

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