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  • Hounded
    replied
    Originally posted by Nick
    I kind of think no. To me rings of digging are a small quality of life improvement for when you have nothing better for the ring slot, and the main means of digging should be a digging tool. That's actually part of what's behind this - encouraging players to use a digging tool instead of their weapon.

    What do others think?
    Sounds like a tweak to be exploited without actually benefiting the game-play.

    I actually preferred the old "Auxiliary Weapon" field in the Equipment list. I would usually stack that with my preferred digger so I could easily switch between combat and digging mode.

    I'm leary of automation to the inventory/equipment list as it can easily creep to other equipment as in the example mentioned. A large part of the game is having to make those choices as to what to equip vs. what's lurking around in my pack "just in case". Sometimes you forget to use the better device... that's part of the experience and how we get better.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    Nice catch, I've stuffed up the lighting system. Working on a fix now.

    EDIT: OK, found and fixed, the fix will be in the next build.
    Actually I have realised there's a deeper flaw in the lighting changes, it will require some more thought.

    Leave a comment:


  • Nick
    replied
    Originally posted by Adam
    Hello Nick,
    Thanks for the update, one question about diggers - can such an improvement be added for rings of digging? i usually prefer carrying a ring because the diggers are heavy. I know that it can go into 2 slots but the w - <ring of digging> - c/d - T - w - <original ring> - c/d is also boring so I think auto-replacing with the worse ring would be fine (I don't remember seeing a randart armor/gloves etc with tunneling bonus but it would be also an interesting point if those should be used).
    I kind of think no. To me rings of digging are a small quality of life improvement for when you have nothing better for the ring slot, and the main means of digging should be a digging tool. That's actually part of what's behind this - encouraging players to use a digging tool instead of their weapon.

    What do others think?

    Leave a comment:


  • Adam
    replied
    Originally posted by Nick
    • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
    Hello Nick,
    Thanks for the update, one question about diggers - can such an improvement be added for rings of digging? i usually prefer carrying a ring because the diggers are heavy. I know that it can go into 2 slots but the w - <ring of digging> - c/d - T - w - <original ring> - c/d is also boring so I think auto-replacing with the worse ring would be fine (I don't remember seeing a randart armor/gloves etc with tunneling bonus but it would be also an interesting point if those should be used).

    Leave a comment:


  • Grotug
    replied
    I'm still periodically playing my April 29th nightly build of High Elf Warrior and am noticing that staves on the ground disappear when I walk over them.



    I'm not picking the staves up (also notice that the tile where the staves are is black and not a dot).
    • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
    Yippee!!! Man I do appreciate upgrades like this! I do tire of trying to dig through granite because I thought I was on my digger when I was actually on my main gauche.

    You must some spread Reputation around a bit before you give it to Nick again
    Oh, poo....
    Last edited by Grotug; June 3, 2019, 15:21.

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  • Nick
    replied
    Originally posted by jevansau
    Trying a High Elf Necromancer with the latest build, 445, and I think there is an issue with light in that the square I am on is always lit, and I appear to have the corresponding spell failure rate.
    No light source and no light emitting equipment. In fact I saw this right from the start with nothing equipped.
    Nice catch, I've stuffed up the lighting system. Working on a fix now.

    EDIT: OK, found and fixed, the fix will be in the next build.
    Last edited by Nick; June 3, 2019, 13:15. Reason: Done!

    Leave a comment:


  • jevansau
    replied
    Hi,

    Trying a High Elf Necromancer with the latest build, 445, and I think there is an issue with light in that the square I am on is always lit, and I appear to have the corresponding spell failure rate.
    No light source and no light emitting equipment. In fact I saw this right from the start with nothing equipped.

    Savefile and randart file attached.
    Attached Files

    Leave a comment:


  • Huqhox
    replied
    Great work Nick. Thank you so much for the effort you are putting in

    The digger change is going to take a lot of tedium out of digging

    Leave a comment:


  • Nick
    replied
    Another quick update on the nightlies page and angband.live, with changes:
    • Monsters will now get out of lava if it forms where they are standing and it's hurting them
    • Lost blows from stumbling during a shield bash now cost energy
    • LASH effect (spit and whip spells) now show correct values in lore
    Bug/change list reduced from over 50 to under 40 this weekend.

    Leave a comment:


  • wobbly
    replied
    Originally posted by Nick
    [*]If the player is in a web and tries to move or attack it gets cleared automatically without a prompt (at the cost of a turn)
    Good though currently spiders can web the player square with no visible change. Add webbed on the bottom of the display?

    Originally posted by Nick
    [*]The properties and combat lines in object.txt have been expanded to make it more readable
    Merging & I hate you right now.
    (Though admittedly it is easier to read.)

    Leave a comment:


  • Nick
    replied
    New builds are up on the nightlies page and on angband.live with the following changes:
    • If the player is in a web and tries to move or attack it gets cleared automatically without a prompt (at the cost of a turn)
    • Player can no longer run through webs
    • Fire destroys webs
    • Hunger has been adjusted so that eating when not full can never make you gorged
    • The properties and combat lines in object.txt have been expanded to make it more readable
    • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
    • Further adjustment to light so that it is purely additive by light source
    • Ego lanterns of Shadows added


    Note that this light change is a reversion to the way it worked several years ago where the player could get a huge light radius by wearing several pieces of gear with permanent light. The light code is very straighforward now; let me know if there are any weird effects caused by it.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Derakon
    I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.
    Several powerful items of jewelry an lights that have special flavors that can be observed from a distance and are identifiable to those "in the know", without actual identification by @. In addition to the Plain Gold Ring, there are the Ruby, Adamant, and Sapphire Rings, Jewel, Necklace, Amulet, Pendant, Elfstone, Phial, Star, and Arkenstone. However, I don't know how those translate in randarts.

    Leave a comment:


  • Chud
    replied
    Originally posted by Derakon
    I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.
    In this case it was definitely not the One Ring, just a randart artifact ring. It doesn't seem nearly powerful enough to be based on the One Ring, though I guess you never know. Aggravate was its only minus, and mostly stat boosts and a couple resistances.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Pete Mack
    Hmm. In the old days, rings of power could be identified this way. Ruby, plain gold, etc, were all fixed object types. Same for necklaces and other special jewelry.
    I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.

    Leave a comment:


  • Pete Mack
    replied
    Hmm. In the old days, rings of power could be identified this way. Ruby, plain gold, etc, were all fixed object types. Same for necklaces and other special jewelry.

    Leave a comment:

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