Angband 4.2.1

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  • Estragon
    replied
    Originally posted by lea2501
    Hi! i was playing a necromancer and noticed that in 4.2.1 the "Miasma" spell replaced the "Poison cloud" i think the name was, but that was usable with a poison resistance. This allucinating effect, how it's resistable? because i think i can not use spells if i got Allucination, right?
    Chaos resistance will prevent adverse effects from miasma

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  • lea2501
    replied
    Hi! i was playing a necromancer and noticed that in 4.2.1 the "Miasma" spell replaced the "Poison cloud" i think the name was, but that was usable with a poison resistance. This allucinating effect, how it's resistable? because i think i can not use spells if i got Allucination, right?

    Leave a comment:


  • DavidMedley
    replied
    Oh. That does sound like undesirable behavior.

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  • PowerWyrm
    replied
    Originally posted by DavidMedley
    What if you only want it to last for the player's current turn?
    You need to set "dice:2". Currently, setting "dice:1" will trigger the effect and immediately decrease the turn count, setting it to zero and ending the effect without having it last a turn.

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  • malcontent
    replied
    Originally posted by malcontent
    Another thing I've been wondering about with 4.2.1...

    I like having the thrown damage shown when inspecting an item. However, my feeling is that the actual damage done is regularly exceeding the advertised amount of damage. No concrete examples, but now that I've mentioned it I'll see if I can duplicate it.
    Starting a new game - HalfTroll Warrior - Average thrown damage for the dagger is 2.5.

    I've throw it a 6 people/animals in town, killing all of them, with damages of:

    9
    12
    12
    6
    6
    9

    If I was attacking normally with it I would have 3.4 blows per round. It seems like the damage calculation for throwing might be multiplying thrown damage by 3.4 .

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  • malcontent
    replied
    Thrown damage

    Another thing I've been wondering about with 4.2.1...

    I like having the thrown damage shown when inspecting an item. However, my feeling is that the actual damage done is regularly exceeding the advertised amount of damage. No concrete examples, but now that I've mentioned it I'll see if I can duplicate it.

    Leave a comment:


  • malcontent
    replied
    Originally posted by Pete Mack
    Same artifact dropped twice...actually makes sense for weapons with THROWING flag.... Especially if Nick brings back WELL_BALANCED flag as well. Those would be a real bonus in the quiver, in the early game. That axe would do 104 dam/turn thrown. And thrown weapons should get strength bonus as well. (As should longbow and sling, for that matter.)
    In this case I had the same artifact simultaneously at home and in my pack.

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  • DavidMedley
    replied
    Have the rules for debuffing sleeping monsters changed? I'm in favor of this, at least for some effects, but when I'm slowing a sleeping monster it now wakes *without telling me*.

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  • DavidMedley
    replied
    Originally posted by PowerWyrm
    Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn.

    To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn.

    Edit: this seems to work fine in PWMAngband after the change.
    What if you only want it to last for the player's current turn?

    Leave a comment:


  • Pete Mack
    replied
    Same artifact dropped twice...actually makes sense for weapons with THROWING flag.... Especially if Nick brings back WELL_BALANCED flag as well. Those would be a real bonus in the quiver, in the early game. That axe would do 104 dam/turn thrown. And thrown weapons should get strength bonus as well. (As should longbow and sling, for that matter.)

    Leave a comment:


  • PowerWyrm
    replied
    No idea if this was noticed from another thread, but I'll repost it here:

    - get two stacks of identical items in the inventory (this is very easy to attain with scrolls of Phase Door): for example, a) 40 scrolls of Phase Door and b) 10 scrolls of Phase Door
    - read one scroll from pile a)
    - result: message "You have 39 scrolls of phase door (a)" but when you look at your inventory, you have in fact a) 40 scrolls of Phase Door and b) 9 scrolls of Phase Door
    - repeating the operation depletes stack b) even if you read from stack a)

    I suppose it's because pack is reordered so the 39+10 scrolls become 40+9, but it feels like you read from wrong pile.

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  • PowerWyrm
    replied
    Temporary resistance to confusion (via Mushroom of Clear Mind) never gets an end notice because:
    - in player_flags_timed(), temporary confusion resistance sets OF_PROT_CONF
    - in player_set_timed(), a test player_of_has(p, OF_PROT_CONF) is made

    To fix this in PWMAngband, I've added this little function:

    Code:
    static bool player_of_has_prot_conf(struct player *p)
    {
        bitflag collect_f[OF_SIZE], f[OF_SIZE];
        int i;
    
        player_flags(p, collect_f);
    
        for (i = 0; i < p->body.count; i++)
        {
            struct object *obj = slot_object(p, i);
    
            if (!obj) continue;
            object_flags(obj, f);
            of_union(collect_f, f);
        }
    
        return of_has(collect_f, OF_PROT_CONF);
    }
    and I call player_of_has_prot_conf(p) instead of player_of_has(p, OF_PROT_CONF) in player_set_timed().
    Last edited by PowerWyrm; July 17, 2020, 10:25.

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  • PowerWyrm
    replied
    Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn.

    To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn.

    Edit: this seems to work fine in PWMAngband after the change.
    Last edited by PowerWyrm; July 17, 2020, 10:47.

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  • malcontent
    replied
    4.2.1 Bug - Same artifact twice

    I apologize if this has already been reported.

    The exact same artifact (randarts) was dropped by both Ibun, Son of Mim and Dwar, Dog Lord of Waw.

    Throwing Axe of Caras (2d3) (+12,+22) <+3, +2>

    +3 stealth
    +2 speed

    Cannot be harmed by Acid, Fire.
    Grants the ability to see invisible things.

    Save file attached
    Attached Files

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  • archolewa
    replied
    I just bought a Draught of the Ents from the Black Market for 6000 gold. Seeing as how it's basically a Potion of Strength *and* a Potion of Constitution, shouldn't it be worth a *little* bit more?

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