Current master post-4.2.1

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  • DavidMedley
    replied
    That all sounds very reasonable. But it doesn't happen.

    Also, armed or unarmed the dex blows breakpoint is the same, so that's good.

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  • Nick
    replied
    The new default points code is fairly simple, and not perfect. What it does is:
    1. Buys 7 points of STR at a cost of 8
    2. Buys 7 points of DEX, taking note of the last point where blows increased (except casters and classes with the LIKE_SPELLS flag - currently blackguards)
    3. Sell back DEX to that breakpoint (same exceptions as 2)
    4. Spend half remaining points on spell stat (except warriors)
    5. Spend other half on CON
    6. Spend any remaining points on DEX, then non-spell stat
    The main deficiency is that all this happens before wielding the starting weapon, so it's unarmed blows that are optimized. I think I'm happy to live with this as a simple default for new players; experienced players can work it out for themselves.

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  • DavidMedley
    replied
    To be fair, the fancy breakpoint code wasn't working before, either. 4.2.1 Dwarf Paladin, for example, invests 12 points to get Dex to 15, granting almost no benefit for the 9 extra points invested. Brutal.

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  • DavidMedley
    replied
    Also, the code thinks that you get an extra blow at 18/10 but it's 18/20

    A free, single-player roguelike dungeon exploration game - Adjust default birth points algorithm, resolves #4607 angband/angband@2a88a96

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  • DavidMedley
    replied
    Originally posted by Nick
    [*]Tweaks to default birth stat points, mainly to fix blackguards (#4607)
    I tried a bunch of race/class combinations and it seems reasonable to my cursory glance... The code promises decisions about DEX blows breakpoints but I couldn't find any evidence of that actually happening. Seems like there's a default buy for each class, which I think is a very simple and reasonable solution anyway.

    Is this the case? If so, where is that stored?

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  • Nick
    replied
    New build up here should fix it.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    New macOS and Windows builds .... Changes are:
    • ...
    • Stop autopickup of quiver items forcing drop of an inventory item (#4642, backwardsEric again)
    Something went wrong, likely due to the above "fix". Now, @ with only 17 pebbles in his quiver, and an otherwise full inventory, cannot pick up missiles from a stack of 23 and 21 round pebbles on the floor. Receive the message, "You have no room for the following objects:..."

    The @ should be able to pick up 23 of the pebbles, but can't pick up any? Have to drop an item from the pack, then can pick up 23 pebbles, then re-pickup the dropped item. Not a good "fix".

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  • Nick
    replied
    Originally posted by ThatFishNemo
    Is it just me, or are enemies barely affected by confusion in this version. I'm currently playing a High-Elf Mage and regularly using a staff of confusion on tough enemies. The staff works reliably but when the enemies are confused, they almost always perfectly pathfind toward me and hit me in melee, its as though the confusion only stops them from casting spells, they never seem to stumble about aimlessly, meanwhile I still suffer from those effects if I get confused
    Monsters behave more erratically the more confused they are - at the base level they have a 70% chance of moving correctly. Try confusing them multiple times and see if that works better.

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  • Nick
    replied
    New macOS and Windows builds and source are now on the github release page. Changes are:
    • Tweaks to default birth stat points, mainly to fix blackguards (#4607)
    • Adjust extra shots knowledge description (#4621)
    • Remove redundant fragile description (report by PowerWyrm)
    • Nerf all powerful modifiers in randarts, especially extra moves (prompted by Grotug's +3 moves cloak)
    • Make Morgoth destroy decoys properly (#4636)
    • Stop weapons that are too heavy being selected as the best digger (#4641 - thanks backwardsEric)
    • Stop autopickup of quiver items forcing drop of an inventory item (#4642, backwardsEric again)
    Only two outstanding current 4.2 bugs, and given the rate of progress on them so far I'm not delaying 4.2.2 for them. So 4.2.2 may really happen soon, let me know of any other issues with the nightlies.

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  • ThatFishNemo
    replied
    Confusion

    Is it just me, or are enemies barely affected by confusion in this version. I'm currently playing a High-Elf Mage and regularly using a staff of confusion on tough enemies. The staff works reliably but when the enemies are confused, they almost always perfectly pathfind toward me and hit me in melee, its as though the confusion only stops them from casting spells, they never seem to stumble about aimlessly, meanwhile I still suffer from those effects if I get confused

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Because it was fixed in 2abcc70
    Well, that explains that then

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  • PowerWyrm
    replied
    Originally posted by Nick
    Looks like it's working OK to me.
    Because it was fixed in 2abcc70

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  • Nick
    replied
    Originally posted by PowerWyrm
    Food description is bugged. It only takes into account the "base" value, which doesn't work for items like scraps of flesh which have:

    effect:NOURISH:SET_TO
    dice:1d4
    Looks like it's working OK to me.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    I never noticed this before, but how is it that killing the Witch King of Angmar is worth more experience than killing Sauron?
    Technically, because the Witch-King got moved 5 levels deeper in 4.2

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  • Ingwe Ingweron
    replied
    I never noticed this before, but how is it that killing the Witch King of Angmar is worth more experience than killing Sauron?

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