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  • Chud
    Swordsman
    • Jun 2010
    • 309

    Originally posted by khearn
    From post #1 of this thread:
    • Arcane caster glove penalty removed


    Please understand, I write the above with no intention of snarkiness, although I realise it could very easily come across that way. My intention really is to just be helpful.
    Ayup.

    No worries, my own fault for not reading (or remembering).

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      Commit 3b3a1e2 adds temporary slays and brands. In PWMAngband, I already added temporary lightning brand for the Elementalist class, so I checked my implementation. Was similar, except that I added a temporary message ("it is branded with lightning") when inspecting an object (in describe_slays and describe_brands) and calculated the damage accordingly (in obj_known_damage). I didn't see that part in the commit, no idea if it was implemented later, but it would be nice to add it in V too if not.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9638

        New builds are now up on the nightlies page, with the following changes:
        • Shockbolt's trap and rubble tiles added
        • Some memory leaks fixed (thanks elly)
        • Some other technical bugfixes (thanks kusunosetoru and steils)
        • Changes to necromancer spells - basically swapped the places of Disenchant and Vampire Strike, and doubled Vampire Strike effect


        Interested in how the necro change works.

        EDIT: Also updated on angband.live
        Last edited by Nick; May 11, 2019, 14:27. Reason: live
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • jevansau
          Adept
          • Jan 2009
          • 200

          Trying a necro with the latest build.
          Don't seem to have as much see in the dark any more. 4 spaces at L20

          Also found a pricing bug: In the weapon store:
          a Light Crossbow of Extra Shots (x3) (+2,+7) {??} for 15635907
          I guess it could be some outrageous shooting speed.

          Save and randart file attached if you need to look.
          Attached Files

          Comment

          • fph
            Veteran
            • Apr 2009
            • 1030

            Tried a couple of the new necros, but in both cases I got greedy and died before statgain depth. So I couldn't really try reliably the new change to the spells. I think they mitigate the problem, but the main issue could be in the even-earlier game, when the only way you have to deal damage is a magic missile that deals half damage to evil and no damage to undeads. I met an early skeleton kobold in a corridor before getting book 2 and before finding a sling in the shops, and basically I had no way to damage it...
            --
            Dive fast, die young, leave a high-CHA corpse.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9638

              Originally posted by jevansau
              Trying a necro with the latest build.
              Don't seem to have as much see in the dark any more. 4 spaces at L20

              Also found a pricing bug: In the weapon store:
              a Light Crossbow of Extra Shots (x3) (+2,+7) {??} for 15635907
              I guess it could be some outrageous shooting speed.

              Save and randart file attached if you need to look.
              Thanks, will investigate.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Chud
                Swordsman
                • Jun 2010
                • 309

                Originally posted by Nick
                New builds are now up on the nightlies page, with the following changes:
                • Shockbolt's trap and rubble tiles added
                • Some memory leaks fixed (thanks elly)
                • Some other technical bugfixes (thanks kusunosetoru and steils)
                • Changes to necromancer spells - basically swapped the places of Disenchant and Vampire Strike, and doubled Vampire Strike effect


                Interested in how the necro change works.

                EDIT: Also updated on angband.live
                Trying a new Necro now with this nightly; will let you know. Early on, it still seems that Evil's damage resistance to nether (and thus the Necro's main attack) is pretty crippling, but if I survive to the point where I can deal more damage I'll let you know how that goes.

                Comment

                • gglibertine
                  Adept
                  • Dec 2007
                  • 234

                  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.
                  I just encountered a similar issue -- there was a red star that turned out to be not an object, but a mold. Could the issue be that molds are being identified as objects because slime molds are objects?

                  Comment

                  • Diego Gonzalez
                    Adept
                    • May 2007
                    • 170

                    Originally posted by gglibertine
                    I just encountered a similar issue -- there was a red star that turned out to be not an object, but a mold. Could the issue be that molds are being identified as objects because slime molds are objects?
                    Yes, it happened to me yesterday but I forgot about it until now. I think it was some kind of mold or scroll mimic (perhaps this last one isn't a bug).

                    Comment

                    • Chud
                      Swordsman
                      • Jun 2010
                      • 309

                      Another Necro observation... the dark affinity actually seems to be a significant handicap, since your sight range is so limited in open spaces. This is a problem because you can't target things you can't see, so you're largely forced to work at close range as a spellcaster, which is pretty dangerous.

                      Hallways aren't quite as bad, because you can detect and then fire blindly, but open rooms get really dangerous if you have breathers you can't see but that can target you for several turns before you can target them. You can alternate detect and fire, but now you're effectively at half speed.

                      I don't know how thoroughly intertwined the seeing-things and area-light mechanisms are in the code, but I could imagine this might be pretty difficult to change? If so... maybe a new spell along the lines of Detect Monsters but with a duration rather then one turn, and limited to LoS if possible?

                      Comment

                      • khearn
                        Rookie
                        • Jul 2007
                        • 18

                        Sounds like telepathy would be pretty important for necromancers. Maybe they should have a spell that provides it for a while? Won't help vs. mindless things like molds and jellies, but should be useful against things with breath weapons.

                        Comment

                        • Pondlife
                          Apprentice
                          • Mar 2010
                          • 78

                          Originally posted by khearn
                          should be useful against things with breath weapons.
                          Except drolems.
                          Playing roguelikes on and off since 1984.
                          rogue, hack, moria, nethack, angband & zangband.

                          Comment

                          • khearn
                            Rookie
                            • Jul 2007
                            • 18

                            Originally posted by Pondlife
                            Except drolems.
                            Wouldn't want it to be a cure-all.

                            Comment

                            • Hounded
                              Adept
                              • Jan 2019
                              • 128

                              Originally posted by Chud
                              ...maybe a new spell along the lines of Detect Monsters but with a duration rather then one turn, and limited to LoS if possible?
                              Make it sensitive to stealth and call it "Ears of the Bat" or something playing off Echolocation to keep it thematic perhaps?
                              It Breathes. You die.

                              Comment

                              • khearn
                                Rookie
                                • Jul 2007
                                • 18

                                Yeah, echolocation would be limited to LoS, unlike telepathy. It would also detect brainless monsters. Maybe make the range limited by a combination of the caster's level and stealth?

                                Might be interesting to have the map tiles show up a little brighter than unlit tiles, but not as bright as lit tiles.

                                But all monsters should show as gray, since you can't tell their color by their echo. And you wouldn't get told the monster's color, you'd just see "a dragon bat" instead of "a red dragon bat", since you wouldn't know colors from echolocation. Hmmm, I guess it would also need a bunch of new gray tiles, one for each monster template.

                                You could just use the monster templates in monster_base.txt to determine what you report to the player. So they'd get told that it's a 'dragon fly', or a 'humanoid'. You wouldn't be able to see a lot of detail using sound, since sound has a pretty long wavelength, and the size of the details you can see is proportional to the wavelength, so all humanoids would pretty much look the same.

                                It might be nice to special-case a few things like dragons, since all of them from babies up to matures use the same 'dragon' template. It would be nice to show the player that it's a 'baby dragon', a 'young dragon', or a 'mature dragon'. That ought to be doable by looking at the name. Ethereal, chaos, etc would all look like 'mature dragon'.

                                Checking your monster memory wouldn't be possible, since you don't really know what it is. Unless you want to get really fancy and check to see what the entire template has in common and show that. But I suspect that often there would be nothing that is the same across the entire template, so it might not be worth the effort.

                                Of course, once the monster is close enough to be seen normally, it would display in color and you'd get the full name and info.

                                It'd be some work to implement, but it'd be a pretty cool effect.

                                Comment

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