Current master post-4.1.3
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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.Leave a comment:
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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?Leave a comment:
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OK, I see this and it's very odd. Most of those red stars aren't actually objects. Further investigation required.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.Leave a comment:
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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.Leave a comment:
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OK, thanks, will follow that up.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:
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Ingwe,
Is it possible that you are ignoring things that are contributing to the level treasure feeling?Leave a comment:
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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.[*]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.Leave a comment:
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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:
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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.Leave a comment:
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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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birth.txt didn't get updated with the new classes/xp penalty changesLeave a comment:
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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.Leave a comment:
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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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