Angband 4.2.0

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Hounded
    replied
    Originally posted by Bill Peterson
    Look at the file xtra-shb.prf in the lib/tiles/shockbolt directory. Once you figure out how they index into the .png image you can make changes.
    Thank you.

    Leave a comment:


  • Hounded
    replied
    No objection to the percentage myself but I grok the "it's another number I have to maintain" perspective.

    Originally posted by Derakon

    Starving
    Ravenous
    Famished
    Hungry
    Peckish
    I Could Eat
    Not Hungry
    Full
    Stuffed
    Bloated

    Workable but adds potential for confusion. Where the number might seem too precise this runs the risk of being too generic if we're worried about penalties due over-eating.

    And indicator bar perhaps? Then does it have red at both ends... (and I'm gonna stop before I fall down that trap-door).

    Aside... quite enjoying the Trees. My first encounter with Huorns was a rather pleasantly rude surprise.

    Leave a comment:


  • Derakon
    replied
    Would it be better if we came up with a set of 10 descriptors of how hungry @ is, like the "very bad <-> superb" scale, and displayed that instead of a percentage? That would give you a pretty clear idea of your hunger state without breaking it down to a specific number.

    Let's see...

    Starving
    Ravenous
    Famished
    Hungry
    Peckish
    I Could Eat
    Not Hungry
    Full
    Stuffed
    Bloated

    Leave a comment:


  • spara
    replied
    Originally posted by Ingwe Ingweron
    I disagree, in that the "old system" if by that you mean the system just recently implemented where food could now make @ gorged, but there was no good way to know when drinking CCWs or eating a ration would suddenly slow @, especially in the final fights.
    It sure does make Excel-type of play easier and if one enjoys that, I'm happy for them. I was just originally stating my opinion that seeing the hunger in a 0-100 scale feels a bit overkill, even if we are talking about percentages. After a couple of games my @ was not feeling hungry in my mind, he was under some set threshold. There is probably some sort of middle ground here, I think this is the other end of the spectrum and the original is the other end. For what it's worth, I enjoyed the previous more. Being able to get gorged has never been to my liking though.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by fph
    Same feeling. The more I see the new system, the more I appreciate the elegance of the old one, where without seeing any numbers you could tell that eating a food ration while not full wasn't going to leave you gorged.
    I disagree, in that the "old system" if by that you mean the system just recently implemented where food could now make @ gorged, but there was no good way to know when drinking CCWs or eating a ration would suddenly slow @, especially in the final fights. I like the new varieties of foods, with their differing amounts of nourishment. And the numbers allow one to make much better decisions about food. As for somehow not being as flavorfully immersive because you have numbers, tell me, how does one know so precisely how wounded a @ is and how many hit points exactly he has left? Is that somehow more "real"?

    Leave a comment:


  • fph
    replied
    Originally posted by spara
    1. The food percentage. Maybe it's just me, but it feels a tad too numbery. Knowing the percentage of hunger feels like a bit too much information. But I'll probably get used to it after a couple of games.
    Same feeling. The more I see the new system, the more I appreciate the elegance of the old one, where without seeing any numbers you could tell that eating a food ration while not full wasn't going to leave you gorged.

    (OTOH, I like a lot the varied Middle-Earth gastronomy and I wish there was more food with side effects around.)

    Leave a comment:


  • Bill Peterson
    replied
    Originally posted by wobbly
    Minor inconsistency:

    On walk over while blind: You feel a Pair of leather sandals.
    In wield menu while still blind: Leather sandals [1,+4]
    You've seen sandals in the past. You can feel the materiel used and the quality of the construction.

    Leave a comment:


  • wobbly
    replied
    Minor inconsistency:

    On walk over while blind: You feel a Pair of leather sandals.
    In wield menu while still blind: Leather sandals [1,+4]

    Leave a comment:


  • spara
    replied
    Thank you so much for the new version. Two quick notes:

    1. The food percentage. Maybe it's just me, but it feels a tad too numbery. Knowing the percentage of hunger feels like a bit too much information. But I'll probably get used to it after a couple of games.

    2. Blackguard. For the first time for a long time I've actually tried to play something else than warrior, priest or paladin. I chose blackguard and tried to look for some information, but could only find the character description from rephial. Does the effect of shield bash depend on the shield @ is wearing? Does shield bash do damage or does it only stun? I suppose bg tries to shield bash every time he hits, but what is the success percentage and what does it depend on? At what level blackguard gets the first spell?

    Leave a comment:


  • Nick
    replied
    Originally posted by MattB
    1) When I use a staff of summoning and bring forth something faster than me, I get "Foo hits you. Foo hits you. Foo is able to move again." Dunno what that's about?
    So that's two things. The first is that previously monsters used to be slowed when they were first summoned to give the player a chance to react. Now that we have a "held" status (as in Hold Monster), they are held instead, which is what the "is able to move again" message is about.

    The second is that that message ordering is not ideal.

    Originally posted by MattB
    2) A helpful shopkeeper just told me that I can wield ammo to the quiver to save on slots. Not sure that's really so helpful anymore.
    True.

    Leave a comment:


  • MattB
    replied
    Couple more tiny things:

    1) When I use a staff of summoning and bring forth something faster than me, I get "Foo hits you. Foo hits you. Foo is able to move again." Dunno what that's about?

    2) A helpful shopkeeper just told me that I can wield ammo to the quiver to save on slots. Not sure that's really so helpful anymore.

    Leave a comment:


  • MattB
    replied
    Yeah, I found out about the hungry debuff when I realised my warrior had been embroiled in an epic 10-round battle with a mouse. And was losing.
    I swallowed some dried fruit and one-shotted it.
    Made me feel like Popeye.
    X-D

    Leave a comment:


  • Chud
    replied
    Originally posted by wobbly
    I'd say stunned or weak with hunger, at a guess
    Not weak from hunger (at least not labeled as such) - just hungry. 10%. Evidently your ability starts to drop as soon as your nutrition gets into the yellow. (Doesn't affect spell casting fail rate, though it would make sense if it did. I definitely don't concentrate as well when hungry. )

    Leave a comment:


  • wobbly
    replied
    I'd say stunned or weak with hunger, at a guess

    Leave a comment:


  • Derakon
    replied
    Originally posted by Chud
    Ha - nevermind, I figured it out. :-)

    Spoiler for new behavior, perhaps...
    Was the weapon cursed?

    ...wait, no, then it'd have unknown runes on it. Dang.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎