Angband 4.2.1

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #91
    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.
    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

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #92
      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.)

      Comment

      • DavidMedley
        Veteran
        • Oct 2019
        • 1004

        #93
        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?
        Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

        Comment

        • DavidMedley
          Veteran
          • Oct 2019
          • 1004

          #94
          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*.
          Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

          Comment

          • malcontent
            Adept
            • Jul 2019
            • 166

            #95
            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.

            Comment

            • malcontent
              Adept
              • Jul 2019
              • 166

              #96
              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.

              Comment

              • malcontent
                Adept
                • Jul 2019
                • 166

                #97
                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 .

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #98
                  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.
                  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

                  • DavidMedley
                    Veteran
                    • Oct 2019
                    • 1004

                    #99
                    Oh. That does sound like undesirable behavior.
                    Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                    Comment

                    • lea2501
                      Apprentice
                      • Dec 2019
                      • 61

                      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?

                      Comment

                      • Estragon
                        Rookie
                        • Jun 2016
                        • 17

                        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

                        Comment

                        • lea2501
                          Apprentice
                          • Dec 2019
                          • 61

                          Another new thing i noticed just now playing 4.2.1 is this "Moves +1" in the status bar at the botton, what does it means? obviously its related to my "+1 movement speed" that one equipment provides, but how its the relationship with a +2 speed, etc? its even the same?

                          Comment

                          • DavidMedley
                            Veteran
                            • Oct 2019
                            • 1004

                            Moves +1 is double footspeed, moves +2 is triple. Is stacks fully with overall speed, so if you are triple speed in both you're moving at 9x total, for example.
                            Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                            Comment

                            • lea2501
                              Apprentice
                              • Dec 2019
                              • 61

                              Originally posted by DavidMedley
                              Moves +1 is double footspeed, moves +2 is triple. Is stacks fully with overall speed, so if you are triple speed in both you're moving at 9x total, for example.
                              where i can read in detail about speed and the multiplier stuff? its very confusing for me really and i fail to understand the concept of speed like +2 and the Nx one

                              Comment

                              • Sideways
                                Knight
                                • Nov 2008
                                • 896

                                FrogComposband has a speed help, most of it is applicable to V too, though not everything is (in particular, V does not have energy randomness).

                                The short short version is that +0 is 1.0x, between -3 (0.7x) and +26 (3.6x) every +1 to speed means another +0.1x to the multiplier and outside that range speed follows a weird table there's no need to worry about too much because @ will spend most of its life in the linear range. (Technically, speed always follows a weird table, that table just happens to be linear from -3 to +26.) +70 (4.9x) is the highest speed possible, but you don't need to get anywhere near it.

                                The returns from adding more speed are diminishing for two reasons; firstly, going from +0/1.0x to +10/2.0x doubles your speed but going from +10/2.0x to +20/3.0x is only a 50% increase; secondly, the table itself gives diminishing returns after +26, so +30 is only 3.8x and not 4.0x. (If you want to look at the actual table for clarity, you can see it here; it's also given in the FrogComposband help.)

                                Regular speed applies to everything (so doubling your speed effectively also doubles your damage output, because you can deal the same amount of damage in half the time). Basically, at 2x speed, you get twice as many turns compared to monsters as you would at 1x speed and four times as many as you would at 0.5x speed. Movement speed is its own thing that only applies to movement, and "Moves +1" cannot be translated to +1 speed, +10 speed or +anything speed, it just means "2 moves/turn" (which really means "energy consumption for walking moves is divided by 2"...). Movement speed is more comparable to things like extra shots - think of 2 shots/turn.

                                The short short short version is more speed is better.
                                Last edited by Sideways; July 24, 2020, 20:01.
                                The Complainer worries about the lack of activity here these days.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎