Current master post-4.2.1

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  • wobbly
    replied
    Ha ha, no matter what you do with food you pea off someone, glad you changed it? Does pretty much nothing outside aesthetics had its advantages.
    Anyway, I'm finding it fairly ok so far & an improvement on the last system.

    Ingwe - Curious how you find it on your next run, now that you actually know what it does, rather then dying randomly to not realizing there was a mechanics change.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    I wish you had listed what the "several changes discussed elsewhere" were. I had to discover the hard way that quaffing CSW or CCW was killing my ironman character with hunger. Personally, I find this latest change to the hunger mechanic completed f*ckd.
    Well, that's one vote. We'll see how it's panning out, it can easily be reverted.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Latest build for macOS is on the nightlies page, for Windows here, source here, and updated on angband.live. Many fixes, and several of the changes discussed elsewhere are included. Remaining known bugs are listed here, please let me know if any others are unfixed.

    Since this fixes a few bugs that were causing crashes (notably in Single Combat), I am planning to release 4.2.2 once everything obvious is fixed.
    I wish you had listed what the "several changes discussed elsewhere" were. I had to discover the hard way that quaffing CSW or CCW was killing my ironman character with hunger. Personally, I find this latest change to the hunger mechanic completed f*ckd.

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  • Nick
    replied
    Originally posted by DavidMedley
    I love the "on hit apply effect" change! Pretty serious nerf to these spells, though, without any compensation.

    Stating the obvious here: Maim used to average 8 turns of stun. Now for CL 15-29 it's only 3 times maybe 75%. For CL 45+ it averages 9 times the hit percentage.

    Each hit applying the effect was one of my options for this spell, but I think it's hard to scale it properly now that I see this implementation. It'll either be too weak early or too strong late. I think a better choice would be "if any of these blows hit then the monster is stunned for X turns." And I still like the wand duration of 1d5+5. I also like using 6s and 13s for thematic reasons. If the duration needs to be cut then we child use one of these like 1d13 or 1d6+2.

    I'll have to try it out to have an informed opinion. If you green light it, Nick, I can make and test alterations along these lines, especially after you've done the hard work of programming it!
    Sure, try it out and see how it goes. It'll probably be at least a week or two before I'm organised enough to get 4.2.2 actually out (as well as the listed bugs, I want to have a bit of a look at randarts).

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  • DavidMedley
    replied
    I love the "on hit apply effect" change! Pretty serious nerf to these spells, though, without any compensation.

    Stating the obvious here: Maim used to average 8 turns of stun. Now for CL 15-29 it's only 3 times maybe 75%. For CL 45+ it averages 9 times the hit percentage.

    Each hit applying the effect was one of my options for this spell, but I think it's hard to scale it properly now that I see this implementation. It'll either be too weak early or too strong late. I think a better choice would be "if any of these blows hit then the monster is stunned for X turns." And I still like the wand duration of 1d5+5. I also like using 6s and 13s for thematic reasons. If the duration needs to be cut then we could use one of these like 1d13 or 1d6+2.

    I'll have to try it out to have an informed opinion. If you green light it, Nick, I can make and test alterations along these lines, especially after you've done the hard work of programming it!
    Last edited by DavidMedley; August 16, 2020, 01:04.

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  • DavidMedley
    replied
    Sounds great!!!

    (Especially the part where someone else did the work to fix my embarrassing error)

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  • Nick
    replied
    Originally posted by DavidMedley
    I really wanted to fix the Leap into Battle exploit, if no one else has yet.
    That got done here.

    EDIT: As for 4.2.2 coming out quickly, the only reasons are that there were nasty crash bugs in Single Combat that I don't like being in the official version, and version numbers are cheap. It is unlikely to be the last 4.2.x, but I'll still try and make it as complete as possible.
    Last edited by Nick; August 15, 2020, 07:59. Reason: Further explanation

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  • DavidMedley
    replied
    4.2.2 came a lot faster than I expected. I really wanted to fix the Leap into Battle exploit, if no one else has yet.

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  • Nick
    replied
    Latest build for macOS is on the nightlies page, for Windows here, source here, and updated on angband.live. Many fixes, and several of the changes discussed elsewhere are included. Remaining known bugs are listed here, please let me know if any others are unfixed.

    Since this fixes a few bugs that were causing crashes (notably in Single Combat), I am planning to release 4.2.2 once everything obvious is fixed.

    Leave a comment:


  • Sideways
    replied
    Originally posted by Eric
    Cool, thanks! Is there a way to check what speed those non-uniques have (like -Probe)?
    Probe works in some variants, I think there's no way to do it in V though.

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  • Eric
    replied
    Originally posted by Sideways
    Non-unique monsters generate with slightly random speeds, so you might have rolled a soldier with +1 speed.
    Cool, thanks! Is there a way to check what speed those non-uniques have (like -Probe)?

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  • Cuboideb
    replied
    This applies for blood falcons when playing a spellcaster?

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  • Sphara
    replied
    Originally posted by Sideways
    Non-unique monsters generate with slightly random speeds, so you might have rolled a soldier with +1 speed.
    This is useful to know. I knew there was some kind of randomization but never bothered to ask about it here.
    So this is how every gelatinous cube is generated in my games

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  • Sideways
    replied
    Non-unique monsters generate with slightly random speeds, so you might have rolled a soldier with +1 speed.

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  • Eric
    replied
    Double-moved at 1.0 speed by a Soldier?

    Just spun up a druid in
    4.2.1-52-g19839134
    (not sure which build hash; I ran a git pull, make && make install this morning though).
    Working down through early levels, ran into a few soldiers near the stairs, was very carefully watching moves & speed since Rethoth is pretty squishy right now, when I apparently got double-moved. Not full, no speed effects on me, not stunned, but the Soldier got 4 swings in instead of 2 after my 1 swing (bottom pane of screenshot, unfortunately got an illegal command in there, previous message was me hitting the soldier).

    I've got a savefile (immediately after that screenshot) if that helps any, but it's also quite likely I just missed something.
    Attached Files

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