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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9647

    Originally posted by PowerWyrm
    https://github.com/draconisPW/PWMAngband/issues/103

    Food depletes every turn when it shouldn't. Same error also in V code. This is because food counter was changed to a timed effect and is decremented like all others timed effects in decrease_timeouts().
    Thank you, I've felt like something was wrong here for a while (I suspect because people have been telling me).
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

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    • fph
      Veteran
      • Apr 2009
      • 1030

      After magic has been reworked, I am sometimes confused about which stat is used for spellcasting by each class. Would it be possible to show it in the character creation screen? For instance "Learns nature magic [WIS]". It would be helpful also for new players.
      --
      Dive fast, die young, leave a high-CHA corpse.

      Comment

      • DavidMedley
        Veteran
        • Oct 2019
        • 1004

        Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.
        Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          Originally posted by DavidMedley
          Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.
          The philosophy of the current class model (short version) is that there is an original design of Middle Earth and its inhabitants, and traditional knowledge (WIS) emphasises sticking to that. Then there is thinking you're smarter than that (INT), which can be done by changing the world to suit you or perverting the entire scheme of intelligent life. So we get two sets of opposing realms - nature vs arcane on the tech axis, and holy vs shadow on the morality axis.

          Even shorter version - no thanks
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • DavidMedley
            Veteran
            • Oct 2019
            • 1004

            What about dropping normal elves a couple points of INT and raising a couple points of WIS?
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            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              Originally posted by DavidMedley
              What about dropping normal elves a couple points of INT and raising a couple points of WIS?
              Races all got left the same in 4.2, essentially because I'd done a massive shakeup of classes and monsters, and races as well would have been a bridge too far.

              For my personal take on races, see here.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • DavidMedley
                Veteran
                • Oct 2019
                • 1004

                Yeah, that makes sense for sure.
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                • DavidMedley
                  Veteran
                  • Oct 2019
                  • 1004

                  Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.
                  Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

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                  • fph
                    Veteran
                    • Apr 2009
                    • 1030

                    Originally posted by DavidMedley
                    Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.
                    I think thrown weapons have potential, but I find myself never using them.

                    If I have a good throwing weapon I am unwilling to throw it at a dangerous unique for fear that I have to run away and leave it on the ground. And, for non-dangerous monsters, why using my throwing spear when I can kill them easily even without it...

                    Maybe it is just my hoarding instinct kicking in though.
                    --
                    Dive fast, die young, leave a high-CHA corpse.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      Throwing for rogues at least should be competitive. The thing I really ought to do is allow thrown weapons in the quiver, but I haven't got to that yet.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2633

                        Possibly allow them to gen in stacks too? 1 throwing hammer of lightning isn't that useful.

                        Comment

                        • fph
                          Veteran
                          • Apr 2009
                          • 1030

                          Originally posted by wobbly
                          Possibly allow them to gen in stacks too? 1 throwing hammer of lightning isn't that useful.
                          That would sound good to me. The possible objection is "realism", though.

                          We all know that Angband characters can browse a book while holding a bow, a greatsword, a shield and a lantern. And that they can carry an insane amount of gear and potions in their inventory. So at this point having a reserve of 10 throwing hammers and throwing them at monsters one per turn like a machine gun doesn't sound like a stretch.
                          --
                          Dive fast, die young, leave a high-CHA corpse.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            New builds are up on the nightlies page and angband.live (source is here) with the following changes:
                            • Digestion rate fixed (thanks PowerWyrm)
                            • New data file chest_trap.txt and overhaul of chest traps (thanks to a comment by tangar)
                            • Removal of obsolete treatment of gold graphics (thanks moosferatu)
                            • Massive effort of plugging memory leaks from (naturally) 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

                              Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...

                              EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".
                              Last edited by PowerWyrm; April 1, 2020, 18:20.
                              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

                                Originally posted by PowerWyrm
                                Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...

                                EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".
                                Thanks, fix pushed.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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