Angband 4.2.2

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  • Pete Mack
    replied
    The "Equippable comparison" knowledge menu needs 6 more columns, for the various stats. I just went pawing through inventory for +CON items so I could replace =CON <+6> with =Damage.(I ended up using a wooden torch, +2 CON, +5 infra.)

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  • DavidMedley
    replied
    Maybe we should start a 4.2.3 thread? I have some suggestions, but I don't want to mix them in with urgent 4.2.2 bug reports and gameplay questions.

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  • Grotug
    replied
    Originally posted by Bogatyr
    The stunning effect of Tap Magical Energy happens even if you don't end up selecting a device or otherwise cancelling at the selection step.
    I meant to mention this as well. Definitely seems like a bug.

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  • Bogatyr
    replied
    The stunning effect of Tap Magical Energy happens even if you don't end up selecting a device or otherwise cancelling at the selection step.

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  • Bogatyr
    replied
    Originally posted by Ingwe Ingweron
    Slow does wake them, but confusion and stunning do not. I think maybe that was an oversight on Nick's part, but maybe he was being purposefully lenient. In the FirstAgeAngband nightly, Nick has made all of them wake the monsters.
    Boo! Always nerfing on stealthy mages. 4.2.0 was SO much fun....(but, admittedly, not much of a challenge).

    4.2.2 takes much more tip-toeing and pre-fight prep for mages. More challenging, yes, but definitely slower play. The endgame power of mages is fully justified for all the super-cautious early and mid play. No more nerfing mages, please!

    Also definitely not happy about recharge nerfing. If anything, limiting the per-cast # of charges gained would be OK, perhaps even the max # of charges, but increasing the 0-charge likelihood of backfire is quite disappointing. Now I have to stockpile all the critical wands/staves at home.

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  • bughunter
    replied
    Originally posted by will_asher
    So ogres are supposed to sleep through an earthquake? (and get waked up by _slow monster.) weird.

    (I do have very high stealth, but I wouldn't think my stealth could possibly muffle an earthquake...)
    I've lived in Southern California over 30 years. I sleep thru earthquakes all the time.

    And I'm not even an ogre...

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  • will_asher
    replied
    Originally posted by Nick
    They'll wake up if a bit of ceiling falls on them. Otherwise it just feels like their mother rocking them in their sleep
    Ogres are just big ugly babies, aren't they.

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  • Nick
    replied
    Originally posted by will_asher
    So ogres are supposed to sleep through an earthquake?
    They'll wake up if a bit of ceiling falls on them. Otherwise it just feels like their mother rocking them in their sleep

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  • will_asher
    replied
    Originally posted by Nick
    That's actually working as intended.
    So ogres are supposed to sleep through an earthquake? (and get waked up by _slow monster.) weird.

    (I do have very high stealth, but I wouldn't think my stealth could possibly muffle an earthquake...)

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  • Nick
    replied
    Originally posted by will_asher
    I just used a wand of wonder which caused an earthquake, and the couple ogres I had aimed the wand at slept through it. I'd call that a bug.
    That's actually working as intended.

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  • will_asher
    replied
    I just used a wand of wonder which caused an earthquake, and the couple ogres I had aimed the wand at slept through it. I'd call that a bug.

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  • Ingwe Ingweron
    replied
    Originally posted by Bogatyr
    I also noticed that slow (wand and staff) now wakes monsters. I almost always play emphasizing stealth, so this is a bit of a setback... but perhaps non-waking slow was too powerful, it did definitely make dealing with groups much easier.
    Slow does wake them, but confusion and stunning do not. I think maybe that was an oversight on Nick's part, but maybe he was being purposefully lenient. In the FirstAgeAngband nightly, Nick has made all of them wake the monsters.

    Leave a comment:


  • Bogatyr
    replied
    I also noticed that slow (wand and staff) now wakes monsters. I almost always play emphasizing stealth, so this is a bit of a setback... but perhaps non-waking slow was too powerful, it did definitely make dealing with groups much easier.

    Leave a comment:


  • Bogatyr
    replied
    Originally posted by Nick
    Without checking, I suspect if you replaced src/Makefile.osx, src/main-cocoa.m and the entire src/cocoa directory with their counterparts from 4.2.0 then that would work.
    Thanks, I'll try that. My eyes thank you, as I had to reduce the font size with the new release in order to get all the same info as I had before on-screen.

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  • Nick
    replied
    Originally posted by Bogatyr
    Disappointing -- it makes the game visually less appealing. Is there a configure option or way to put the old rendering engine back if I build angband myself?
    Without checking, I suspect if you replaced src/Makefile.osx, src/main-cocoa.m and the entire src/cocoa directory with their counterparts from 4.2.0 then that would work.

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