Angband 4.2.0

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  • PowerWyrm
    replied
    In ToME you start on dl99 I think with nothing more than your usual starting gear.

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  • DrWho42
    replied
    Originally posted by wobbly
    dlvl 99
    40 mushrooms of sprinting
    40 mushrooms of terror
    40 mushrooms of shadow
    40 mushrooms of second sight
    40 mushrooms of emergency
    a flask of whisky
    mushroom for improvement

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  • wobbly
    replied
    dlvl 99
    40 mushrooms of sprinting
    40 mushrooms of terror
    40 mushrooms of shadow
    40 mushrooms of second sight
    40 mushrooms of emergency
    a flask of whisky

    Leave a comment:


  • Pete Mack
    replied
    DL 40 or so, maybe start on stairs.
    Equipment along these lines:
    Lantern
    Wand of MM for full caster.
    Longbow and 20 arrows for everyone else
    5 ?PD, 5 CLW(?)
    1 !Hero
    Dagger (or class dependent suitable weapon)
    Book 1
    ?Teleport

    I am not sure you should have class options beyond warrior and rogue.

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  • Nick
    replied
    Originally posted by Pete Mack
    Feature request:
    Thrall/lost soul mode. V definitely needs this.
    Where would the player start, do you think? Any special gear/conditions?

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  • Pete Mack
    replied
    Feature request:
    Thrall/lost soul mode. V definitely needs this.

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  • Cadex
    replied
    Originally posted by Pete Mack
    Generally you need to be deeper to find dungeon books. The first is native to dl 30, so you will see it soon enough. The second is native to dl 60.
    Ah, thank you! Sounds like I'm almost there!

    Taking that into account, I'd like to give one piece of feedback. In my opinion, this part of the spell progression feels flawed, given that I still have the same spells at clvl 29 that I've had since clvl ~1 (books acquired) or clvl 16 (fully learned)

    Maybe it is intended to be more balanced toward fast diving, where someone would reach dlvl 30 earlier? I'm more of a slow, cautious player, and with that style of play, it just doesn't feel quite right to me. For the last 10 dlvls or so, the thought in the back of my mind has been, "Where is that dang spellbook already?"
    Last edited by Cadex; September 24, 2019, 15:14.

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  • Nick
    replied
    Originally posted by Pete Mack
    Mystery expressions in class.txt

    Minor healing spell has effect
    Code:
    dice:$B+m$M
    expr:B:PLAYER_LEVEL:+ 10
    expr:M:PLAYER_LEVEL:/ 4
    What is 'm' in dice expression?
    Something similar happens in teleport, but there the expression is M$M

    It'd be nice if the comments included the entire expression language.
    It's the maximum of the "enchantment bonus", a random number weighted by depth. More detailed description is in z-rand.c; agreed, something in the comments would be good.

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  • Pete Mack
    replied
    Mystery expressions in class.txt

    Minor healing spell has effect
    Code:
    dice:$B+m$M
    expr:B:PLAYER_LEVEL:+ 10
    expr:M:PLAYER_LEVEL:/ 4
    What is 'm' in dice expression?
    Something similar happens in teleport, but there the expression is M$M

    It'd be nice if the comments included the entire expression language.

    Leave a comment:


  • Pete Mack
    replied
    Generally you need to be deeper to find dungeon books. The first is native to dl 30, so you will see it soon enough. The second is native to dl 60.

    Leave a comment:


  • Cadex
    replied
    This is the first time I've played Angband since over 12 years ago (version 3.0.6 or earlier), and I'm still trying to absorb all the changes, but overall I'm having a good time. It still feels fundamentally like the same game, despite all of the differences. Thank you to the devs for updating and maintaining the game for all these years.

    I have something to ask about my current character: a dwarf priest lvl 29 and currently on dungeon lvl 29. He is doing well, except for one significant problem: I have yet to find any priest spellbooks after the initial two, despite full-clearing most floors. The only exception was "Wrath of the Valar" appearing once in the Black Market when I was low level and couldn't afford it. I've had 6 spell slots open for ages, and I've found each of the first two books many times over. I am absolutely sure I do not have "ignore" turned on for any of the priest books (though I am ignoring the other book types). Is it normal for them to be this rare? Do they only spawn at a certain dungeon/monster lvl?

    Also unrelated to the above, I found a couple bugs to report:
    1) Monsters that are two tiles tall do not redraw properly when they move or die, leaving the "head" part of their sprite on the screen (Windows 10, Shockbolt's tiles, windows scaled to display resolution)

    2) Scroll of Light and Staff of Light object descriptions are missing text: "ball of <blank>" instead of "ball of light"

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  • Nick
    replied
    Originally posted by backwardsEric
    Using the save file with a version compiled with debugging symbols indicates the trap is an ancient mechanism. What seems to be happening is the initial effect_do() gets called. Then when the extra effects of the trap are evaluated, the contents of *trap are no longer valid (from the initial effect_do()?) setting the stage for a crash.
    Thanks for the excellent report.

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  • backwardsEric
    replied
    segmentation fault in hit_trap()

    With 4.2.0 on Mac OS X 10.14.6, walking into an unseen trap triggered a segmentation fault. It was in a checkerboard half pillar room on level 4. The end of the call stack reported by Apple's crash reporter was:

    Code:
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0   org.rephial.angband           	0x00000001090e50f7 hit_trap + 583
    1   org.rephial.angband           	0x000000010909b68a monster_swap + 522
    2   org.rephial.angband           	0x0000000109052b7d move_player + 621
    3   org.rephial.angband           	0x0000000109052eae do_cmd_walk + 318
    4   org.rephial.angband           	0x0000000109053f41 process_command + 369
    5   org.rephial.angband           	0x00000001090540ef cmdq_pop + 111
    6   org.rephial.angband           	0x0000000109063af9 process_player + 377
    7   org.rephial.angband           	0x0000000109063e8e run_game_loop + 46
    8   org.rephial.angband           	0x00000001090efe32 play_game + 258
    Using the save file with a version compiled with debugging symbols indicates the trap is an ancient mechanism. What seems to be happening is the initial effect_do() gets called. Then when the extra effects of the trap are evaluated, the contents of *trap are no longer valid (from the initial effect_do()?) setting the stage for a crash.

    Edited for extra information from debugging and replaced "hitting" with "walking into" for clarity.
    Last edited by backwardsEric; September 19, 2019, 17:59.

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  • Pete Mack
    replied
    Wobbly--
    This used to be the case, in 3.0.x. The original device fail rate was a lot more sensitive to modest skill boosts

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  • wobbly
    replied
    Originally posted by Derakon
    So a half-troll warrior will likely start with a skill of 10, and end with a skill of probably around 55-60, assuming decent-but-not-great INT. Similarly, a gnome warrior will start with a skill of 40 and end with a skill of around 80. In both cases their INT has a trivial impact.
    I'm not a huge fan of how the calcs are set-up now for this reason. It's fine that int is the least important stat on the warrior, but I'd prefer to be seeing a noticeable gain in devices for high int (& save for high wis).

    I also would love to see gnome warriors stand out more as a device warrior & have more of a niche then just being a challenge race for that class. Yes they certainly have better fails then the half-troll, but it doesn't really stand out the way it does when you play gnome mage or gnome rogue.

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