Current master post-4.1.3

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  • PowerWyrm
    replied
    Ok maybe you can help me here...

    I have implemented in PWMAngband the change that moves all books from object.txt to class.txt and now I have a constant crash when launching the game.

    The crash happens when registering the artifacts. I have put a watch on "classes->start_items->kind->name" which shows "Word of Recall", but when the game registers the Arkenstone, this value changes to "NULL" when the code does:

    Code:
    temp = mem_realloc(k_info, (z_info->k_max + 1) * sizeof(*temp));
    Any idea?

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  • PowerWyrm
    replied
    Originally posted by Pete Mack
    Pretty sure that Mormegil and Beruthiel are worse.
    Beruthiel is actually useful. I've used it in the past when it was my only source of ESP.

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  • wobbly
    replied
    I don't dispute that dreads are tougher then most things at their old depths but I do dispute that monsters should appear at there "correct" depth in the monster list (see others comments upthread on white wraiths).

    You know one of the changes I liked least in late poscheng was the removal of Gachapin. He appeared super early for the threat level he presented, adding occassional danger to otherwise "safe" mid-levels. An early dangerous monster presents a different threat to OOD, eapecially considering there's a dynamic (earlier dreads + OOD). It's a different density & probability spread. I think it's a mistake to impose too much order here.

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  • Nick
    replied
    Originally posted by Pete Mack
    Nick-- why are Dreads so deep? Yes they were tough at dl 36...and that is good. But they are pretty much solved by dl 44.
    One of the aims was to spread the lump of monsters before DL50 out a bit, which mostly got done by moving things deeper and buffing them. I thought dreads, in comparison to other things (especially the other ghosts), were probably more of a DL44 monster, but maybe they should be buffed a bit too.

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  • Pete Mack
    replied
    Nick-- why are Dreads so deep? Yes they were tough at dl 36...and that is good. But they are pretty much solved by dl 44.

    Leave a comment:


  • Pete Mack
    replied
    Pretty sure that Mormegil and Beruthiel are worse.

    Leave a comment:


  • Estragon
    replied
    Originally posted by Chud
    New winner for lame randart... The Long Sword of Gunuruil (2d5) (+6, +8).

    The only other thing it has? Slay animal. That's it. Nothing else.
    hah, that's nothing:

    The Ring of Eondi
    Provides resistance to fire. Cannot be harmed by lightning. Aggravates creatures nearby.

    Leave a comment:


  • Chud
    replied
    New winner for lame randart... The Long Sword of Gunuruil (2d5) (+6, +8).

    The only other thing it has? Slay animal. That's it. Nothing else.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Something's bothering me a lot with the latest classes... Rogues are not able to detect traps??? Err... Sorry but that's like the first thing you learn as a rogue, like "FIRE" for mages or "CURE" for priests.
    They get perfect disarm fairly quickly, though.

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  • PowerWyrm
    replied
    Something's bothering me a lot with the latest classes... Rogues are not able to detect traps??? Err... Sorry but that's like the first thing you learn as a rogue, like "FIRE" for mages or "CURE" for priests.

    Leave a comment:


  • Thraalbee
    replied
    Minor thing. When having fire immunity, running into lava still stops with a warning "... step into it?" whereas walking into lava does not give such a warning.

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  • Chud
    replied
    Originally posted by PowerWyrm
    uniques and monsters -- that resist fear -- are not affected
    not
    uniques -- and monsters that resist fear -- are not affected

    so just stuff that resist fear cannot be frightened
    Got it. Parsing error on my part. :-) Thanks!

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Chud
    On the necromancer spell "Frighten," the description says uniques and monsters that resist fear are not affected -- however, uniques are affected (worked on both one of the Umbar guys and Tom the stone troll). Not sure whether it's the description or the behavior that's wrong, but they don't match.
    uniques and monsters -- that resist fear -- are not affected
    not
    uniques -- and monsters that resist fear -- are not affected

    so just stuff that resist fear cannot be frightened

    Leave a comment:


  • Chud
    replied
    On the necromancer spell "Frighten," the description says uniques and monsters that resist fear are not affected -- however, uniques are affected (worked on both one of the Umbar guys and Tom the stone troll). Not sure whether it's the description or the behavior that's wrong, but they don't match.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Um... I think he'd referring to the odd spelling error. "prepres"
    Yeah, I got that, the rest was advertising

    Leave a comment:

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