Haven't tried it, but I suspect you'll actually get mages doing a funny dance a certain distance away. Sils archers fire every turn, if they don't move they shoot. What does a V caster do when it reaches ideal range?
Current master post 4.2.0
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Bit of a minor issue, the / command (identify symbol) reads straight off the top of the object list. For example if I move spear to the top of object list & give it the , symbol, then the command returns "polearm" for identify ','. This is mostly ok '!' returns flask which works ok for potion & ',' returns food which works ok for mushroom, I guess the only questionable one is the mushroom patch case.
Actually found a few more '^' is unknown symbol. '+' is closed door (which may be an issue for FA with trees). '#' is secret door.
As for the ranged monsters keeping their distance, don't panic - I said more likely, not certain.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Not sure if you're referring to me, but if you are... When I said "it would be super annoying with a melee character" I could have expanded to say "and further imbalance the game in favor of shooters." Though if we went further and nerfed kiting then the balance could swing back in favor of melee characters.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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I don't understand build_ruin(). For me, each time I try to generate a town in debug mode, this crashes because either "west" is bigger than "east" or "north" is bigger than "south". And when I use the latest build without debug mode, the game doesn't crash but I never see any "ruin" (because I suppose fill_rectangle() absorbs the error and simply does nothing in that case).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
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I don't understand build_ruin(). For me, each time I try to generate a town in debug mode, this crashes because either "west" is bigger than "east" or "north" is bigger than "south". And when I use the latest build without debug mode, the game doesn't crash but I never see any "ruin" (because I suppose fill_rectangle() absorbs the error and simply does nothing in that case).One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I don't get it either. I mean it seems to work out, but if you look at it without the "now blow it up bit"
You can see that its spread out & invades the walls, its the magma.Comment
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I didn't write it, and haven't actually looked very closely, but it doesn't seem to have caused me any problems. I just generated a new town, here's a screenshot - there seem to be two ruins in the lower row and one in the upper, next to the stairs.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
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New builds are now up on the nightlies page and angband.live (source is here) with the following changes:- Many new fixes from backwardsEric - I'm starting to run out of words for this. This lot includes:
- More macOS fixes
- Inclusion of some more tiles for new stuff
- Stopping hangs in targeting
- Preventing crashes when a commanded monsters is killed
- Possible fix to regenerating uniques
- Fixed a bug where a confused player trying to run could actually sometimes run a bit in the correct direction (thanks David Medley)
- Fixed a bug where blackguards with bloodlust would randomly move (instead of randomly attacking a nearby monster - David again)
- Stopped randart launchers from getting negative multipliers (#4275, thanks Sky)
- Added a comment in object_property.txt to clarify why 0 values of type-mult are necessary (#4216)
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
- Many new fixes from backwardsEric - I'm starting to run out of words for this. This lot includes:
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Code:void do_cmd_run(struct command *cmd) { struct loc grid; int dir; /* Get arguments */ if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK) return; if (player_confuse_dir(player, &dir, true)) return;
Code:bool player_confuse_dir(struct player *p, int *dp, bool too) { int dir = *dp; if (p->timed[TMD_CONFUSED]) if ((dir == 5) || (randint0(100) < 75)) /* Random direction */ dir = ddd[randint0(8)]; /* Running attempts always fail */ if (too) { msg("You are too confused."); return true; }
Edit:Yeah working in mine now. Will open a pull request
Edit2: I guess the "running attempts always fail" bit was literally trueLast edited by wobbly; March 22, 2020, 15:47.Comment
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Spell is checked first, so your second one is right - 1/4 chance of a spell, then 1/3 * 3/4 of innate for a total of 1/2.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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
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