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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #91
    Any reason why electric arc doesn't work like an ordinary beam spell? Destroying rods and wands on the floor can be pretty crippling when taking down a bunch of trolls. Currently there is no true beam spell in the town books.

    Comment

    • eastwind
      Apprentice
      • Dec 2019
      • 79

      #92
      Late to the party on glow suggestions...

      What about 'a glow surrounds you'? Or is that effect already in use for something else like blessings?? (that might be why I thought of it, because I'd seen it, lol).

      Always wondered how you could tell your hands were gloing inside your elbow-length metal gaunlets....

      Comment

      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        #93
        In the latest nightly: c38a249c4

        Missing the (Y or N) choice prompt when creating a character in rebirth screen. Yeah, I know to press Y or N, but didn't it used to say that?

        Missing the level feeling indicator on the status line. The level feeling indicator for Monster/Treasure by the numbers, e.g., 8-5, is gone. EDIT: Nevermind on this one. The problem was the new build changes the window sizing and the status line is "below the fold".
        Last edited by Ingwe Ingweron; January 30, 2020, 18:28.
        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

        Comment

        • wobbly
          Prophet
          • May 2012
          • 2633

          #94
          Took a look at new stair placement. I'm not convinced this does what you think it does. At least 3 adjacent walls discounting diagonals. That's corridor ends, 1 square rooms & pillar rooms.

          I have an alternative proposal. If you want stairs next to a wall, ram them into a wall.

          Find square
          Look for adjacent wall (not a diagonal)
          Check there isn't space on other side of wall
          Check not within x distance of stairs
          Place on wall

          Comment

          • Huqhox
            Adept
            • Apr 2016
            • 145

            #95
            Originally posted by wobbly
            Took a look at new stair placement. I'm not convinced this does what you think it does. At least 3 adjacent walls discounting diagonals. That's corridor ends, 1 square rooms & pillar rooms.

            I have an alternative proposal. If you want stairs next to a wall, ram them into a wall.

            Find square
            Look for adjacent wall (not a diagonal)
            Check there isn't space on other side of wall
            Check not within x distance of stairs
            Place on wall
            That sounds like it would work well. I'd be happy if this was implemented. Down stairs at least should be easy to find to encourage diving; currently they can be a chore to find
            "This has not been a recording"

            Comment

            • luneya
              Swordsman
              • Aug 2015
              • 279

              #96
              I still think the answer is to remove all restrictions on stair generation--let the stairs go to every tile within the connected dungeon area with equal probability.

              The restrictions on stair generation were originally added as a hacky way to ensure that characters would enter a dungeon in a safe position. This was always a poor solution. The correct solution is to have player placement be entirely independent from stair generation.

              Level generation would proceed as follows:
              1. Generate the dungeon map.
              2. Place stairs on the dungeon map at completely random positions.
              3. Place the player at a "safe" entry location.
              4. If connected stairs is enabled and the player entered the level via stairs, generate an additional stair of the appropriate type at the player position.

              I'd build a solution myself and send a commit, except that I don't have enough C coding experience to pull it off without f***ing up.

              Comment

              • Huqhox
                Adept
                • Apr 2016
                • 145

                #97
                Originally posted by luneya
                I still think the answer is to remove all restrictions on stair generation--let the stairs go to every tile within the connected dungeon area with equal probability.

                The restrictions on stair generation were originally added as a hacky way to ensure that characters would enter a dungeon in a safe position. This was always a poor solution. The correct solution is to have player placement be entirely independent from stair generation.

                Level generation would proceed as follows:
                1. Generate the dungeon map.
                2. Place stairs on the dungeon map at completely random positions.
                3. Place the player at a "safe" entry location.
                4. If connected stairs is enabled and the player entered the level via stairs, generate an additional stair of the appropriate type at the player position.

                I'd build a solution myself and send a commit, except that I don't have enough C coding experience to pull it off without f***ing up.
                This would work as well, it's only the 'arriving' stair that was ever the problem, which can be dealt with separately anyway. What I like about placing the stairs next to a wall is that it's slightly easier to find them in dark rooms. And to encourage diving we should make them as easy to find as possible
                "This has not been a recording"

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9647

                  #98
                  New builds are up on the nightlies page and angband.live (source is here) with the following changes:
                  • Light radius 1 monsters are now illuminated correctly (thanks Powerwyrm)
                  • Morgoth now destroys more walls - noticeable change meant to be in 4.2.0 (Powerwyrm again)
                  • Code improvements - remove a bunch of possible null pointer dereferences
                  • Several more macOS improvements from backwardsEric
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2987

                    #99
                    Nightcrawlers, "serpent of chaoses" (sic) and gorgons in "snake" pits feel out of place...
                    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

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2987

                      Commit d10401c reduced the number of books and reverted colors, but also reverted the cool feature that was the reduction of "unwanted" books for casters. Would be nice to have that back so your mage doesn't find countless priest/nature/shadow books.
                      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
                        • 9647

                        New builds are now up on the nightlies page and angband.live (source is here) with the following changes:
                        • Some efficiency and reliability fixes (thanks eastwind)
                        • Fixed some stupid plurals
                        • Feature where unreadable books were less common has been restored
                        • Earthquakes can now push the player into traps, webs or squares with objects, which makes them less likely to be crushed
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          Another update, builds etc. in the usual places. Just code cleanup this time, a big lot of improvements to the macOS port from backwardsEric and fixes to some potential problems found by infer.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2987

                            Commit 84ffecf changed hunger to a timed effect, but this also removed the messages (aka sounds) for the effects since "msgt" is not defined in player_timed.txt for the FOOD effect.

                            Initially, there were two sounds here: MSG_HUNGRY for when going "Hungry" and MSG_NOTICE for any other food status change. Using MSG_HUNGRY would fit better, as MSG_NOTICE is mroe generic.
                            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

                            • Drokk
                              Rookie
                              • Apr 2018
                              • 23

                              Been jumping in to 4.2 for the last couple days. Having some fun, refreshing myself with an attempt of the older classes before hopping in to the new ones.

                              Might just be me, but it felt like Poison had a much bigger role in the early game, my warrior was pretty poorly suited to deal with it. Cure poison / rpois as a ranger spell was a pleasant surprise.

                              Its been ages since I played, can I learn past the first spell book as a Rogue / Ranger? Do I need to reach a certain level? Currently CL 31 as a Ranger, things are going fairly well, except almost dying to one of the newer tree enemies.

                              Might actually have a winner on my hands, going to take a break from it and see what I can do with a ~necromancer~

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                There are dungeon books for each class, yes.But only one town book

                                Comment

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