Angband 4.2.1
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“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 -
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OK, I have the savefile, and it is a generation bug due to an interesting room not playing nicely with the tunneling code. If you dig south, you'll be fineOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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“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 DeadComment
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At 1050', the causes for the disconnected areas are usually these vaults:
Cross; Lesser vault; 18 x 11; doesn't work well with the tunneling code unless it happens to hit one of the two doorway areas on the edges
Camouflaged; Lesser vault; 10 x 7; doesn't work well with the tunneling code; boundary is all permanent rock except for three granite grids
Maze; Lesser vault; 18 x 10; doesn't work well with the tunneling code; boundary is all permanent rock except for one door
Tower; Lesser vault; 18 x 10; doesn't work well with the tunneling code; boundary is all permanent rock except for one door
Treasure trove; Lesser Vault; 7 x 7 boundary; doesn't work well with the tunneling code; boundary is all permanent rock except for four granite corners
Castellated; Lesser vault; 18 x 10; works well with the tunneling code but the internals require digging through at least one wall to get throughComment
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Code:move_energy * (1 + abs(num_moves - 1) - (num_moves - 1)) / (1 + abs(num_moves - 1))
Dropping the "1 +" when calculating state->num_moves from the extra move speed in player-calcs.c would simplify the above expression to
Code:move_energy * (1 + abs(num_moves) - num_moves) / (1 + abs(num_moves))
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Annoyances in Paladin spells.
1. Heal 2000 is a waste. If you need more than 500HP (at 5he absolute outside) healed, you can't risk 5% fail. And 50MP is insanely expensive.
2. Clairvoyance kicks in ridiculously late. Why not add an ordinary mapping spell as well? Carrying around !rHeat, !rCold, -Detection, and a source of mapping is tedious, when compared to previous utility prayers. Losing a couple books makes up for some of it, but I never carried that many as a paladin anyway.Comment
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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.
An effect with dice:1 lasts (approximately) until the player's next turn. There is some weirdness because a player turn (at normal speed) is 10 game turns, and the decrease happens randomly on one of those game turns. So it could be 1/10 of the way to the player's next turn, or 4/10, or 9/10 or whatever. So if you want an effect to last for the player's next turn, you do need to set the dice to 2 - and then it will run out after the player's next turn, but before the turn after that.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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A lot of potential memory leaks in the new levels since they use multiple chunks that are not freed when something bad happens (code just returns NULL without freeing all allocated chunks before).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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For the hard centre levels, I'm seeing instances (3 out of 10000 levels of all kinds generated at 300' in one experiment) where the only down staircases are in the vault (since alloc_stairs() does not exclude vault squares). Should that be fixed?Comment
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I think that's acceptable. They don't occur until level 50, and there's always the option of going back upstairs or recalling. Not possible for ironman, of course, but that's meant to be a challenge modeOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Umm, mine wasn't at level 50, it was at level 3. Edit: Nevermind. I thought thiswas talking about the disconnected room (two by one hall) bug. Clearly not the case.“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 DeadComment
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I make heavy use of this spell. I use it aggressively, like say when you've lost only third of your HP (so you have a buffer in case it fails). Its not an emergency heal, but it does help ensure you rarely need emergency heals. Sure you don't have many castings, but in my experience paladins hit hard enough they don't need many castings.Comment
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