Z+Angband 0.3.0 beta released!

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  • ekolis
    Knight
    • Apr 2007
    • 921

    #31
    Ah, that's pretty spiffy
    Say, I think I found a real bug though - if you haven't learned a spell yet, its fail rate is displayed higher than it "should" be - that is, it goes down a bit when you actually learn the spell! It's as if it's treating it as having "zero" levels of specialization (which it does) - even though it's never possible to cast a spell without learning it! (Though that would be an interesting feature... )
    You read the scroll labeled NOBIMUS UPSCOTI...
    You are surrounded by a stasis field!
    The tengu tries to teleport, but fails!

    Comment

    • RogerN
      Swordsman
      • Jul 2008
      • 308

      #32
      Originally posted by Mangojuice
      I just tried to reproduce that and it didn't work. You are using 0.3.0 or 0.3.1, right? The old ones did have a problem. The only one of my ".auto" backups I couldn't load properly was one for a dead character.
      Yes, I'm using 0.3.1. I just reproduced it with a brand new character by entering the dungeon and then shutting down the Z+ process from the task manager. I'll send you a savefile.

      Comment

      • Mangojuice
        Z+Angband Maintainer
        • Jun 2008
        • 318

        #33
        Originally posted by RogerN
        Yes, I'm using 0.3.1. I just reproduced it with a brand new character by entering the dungeon and then shutting down the Z+ process from the task manager. I'll send you a savefile.
        Let me know what OS you use, too, just in case that matters.
        -----------------------------------------
        Z+Angband: A Zangband evolution
        http://tinyurl.com/5pq2bd

        Comment

        • Mangojuice
          Z+Angband Maintainer
          • Jun 2008
          • 318

          #34
          Originally posted by ekolis
          Ah, that's pretty spiffy
          Say, I think I found a real bug though - if you haven't learned a spell yet, its fail rate is displayed higher than it "should" be - that is, it goes down a bit when you actually learn the spell! It's as if it's treating it as having "zero" levels of specialization (which it does) - even though it's never possible to cast a spell without learning it! (Though that would be an interesting feature... )
          Thanks, already fixed in my dev version.
          -----------------------------------------
          Z+Angband: A Zangband evolution
          http://tinyurl.com/5pq2bd

          Comment

          • RogerN
            Swordsman
            • Jul 2008
            • 308

            #35
            Originally posted by Mangojuice
            Let me know what OS you use, too, just in case that matters.
            This was on Windows XP.

            Here's another one for you, although I'm not 100% certain that it's a bug... I just finished a level 47 quest which involved killing more than 50 dark elven warlocks, among other things. My reward from the town Keep? A whopping 367 gold. It was still a nice quest, of course, since the monsters dropped tons of great loot... but 367 gold is a bit of insult.

            Possible integer overflow?

            Comment

            • Jude
              Adept
              • Nov 2007
              • 124

              #36
              OK, I'm trying to get Z+ set up finally and I want to replace the # walls with blocks...the instructions on the website aren't making sense to me. It says

              Use the '%' (interact with graphics) feature and choose "load a user pref file" -- the user pref file that is offered includes the block symbol for walls and permanent rock.
              I do that, press enter for the defaul user pref file that's there ("user-w2k.prf") and it says "Could not load file."

              I've looked around through all the lib folders and I can't figure out what to do.

              Also, is there a list of the updated spells for all the schools and tiers and stuff?

              Finally, I notice monsters often leave corpses now. Is there a use for them?
              Last edited by Jude; November 17, 2008, 00:35.

              Comment

              • buzzkill
                Prophet
                • May 2008
                • 2939

                #37
                Originally posted by Jude
                Finally, I notice monsters often leave corpses now. Is there a use for them?
                It's rumored that certain races find fresh corpses to be a delicacy.
                www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                My banding life on Buzzkill's ladder.

                Comment

                • Mangojuice
                  Z+Angband Maintainer
                  • Jun 2008
                  • 318

                  #38
                  Originally posted by Jude
                  OK, I'm trying to get Z+ set up finally and I want to replace the # walls with blocks...the instructions on the website aren't making sense to me. It says


                  I do that, press enter for the defaul user pref file that's there ("user-w2k.prf") and it says "Could not load file."

                  I've looked around through all the lib folders and I can't figure out what to do.
                  Ah. The problem is, the file is missing. I'm attaching it to this post. You have to rename it to "user-w2k.prf" from "user-w2k.txt" and put it in your lib/user directory, then load it.

                  Personally, though, I recommend the graphics hack, it's much nicer if the 8x8 graphics tiles work for you. Remove the "graf-win.prf" file and rename "graf-winhack2.prf" to "graf-win.prf" (in the lib/pref directory), then switch to 8x8 graphics in the game. You'll get graphics for the walls but all else will still be text.

                  Also, is there a list of the updated spells for all the schools and tiers and stuff?

                  Finally, I notice monsters often leave corpses now. Is there a use for them?
                  There's no magic spoiler right now; you just have to explore it a bit. If you don't want to work within the normal game rules there are two things you can do.

                  There's a list of the names of spells you can access in lib/edit/s_info.txt, but that won't tell you what the spells actually do. Someone could put together a spoiler if they choose. In the worst case you can go into debug mode, give yourself the advanced spellbooks, give yourself 50th level, and browse the spells.

                  The "tier" of a spell is determined purely by the level you have to be to learn it; tier 1 is levels 1-10, tier 2 is 11-20, etc. You can downgrade slots to use them for lower tiers but you can't upgrade them.

                  Corpses don't do a lot, but (1) ghouls can eat them for food, and (2) sometimes they can be brought back from the dead. Rarely.
                  Attached Files
                  -----------------------------------------
                  Z+Angband: A Zangband evolution
                  http://tinyurl.com/5pq2bd

                  Comment

                  • Jude
                    Adept
                    • Nov 2007
                    • 124

                    #39
                    Originally posted by Mangojuice
                    Ah. The problem is, the file is missing. I'm attaching it to this post. You have to rename it to "user-w2k.prf" from "user-w2k.txt" and put it in your lib/user directory, then load it.
                    Still not working :\

                    Are the detailed descriptions of objects one of your inventions or were they already there? They're pretty sweet. (I.e., this scroll, when read, takes you from the surface to the deepest level visited etc.)

                    Comment

                    • Mangojuice
                      Z+Angband Maintainer
                      • Jun 2008
                      • 318

                      #40
                      Originally posted by Jude
                      Still not working :\
                      OK, let's try it the hard way.

                      In the game, go to '%' (interact with visuals), select 'h' ("Change feature attr/chars").

                      Press 'n' until "Terrain = 48, Name = granite wall" is displayed. (You can use 'N' to go backwards, if you go too far.) Then press 'c' until the number that changes changes to 127. (You can use 'C' to go backwards, if you go too far.)

                      Do the same for Terrains 50, 51, 52, 53, and 56-63. Then press ESC, to get back to the visuals menu, and press 'd' ("Dump feature attr/chars") to save what you just did in a pref file. Choose the default name, and the next time you play, you'll have to load it by doing '%' then 'a'.

                      If this doesn't work, please let me know what doesn't work about it.

                      Are the detailed descriptions of objects one of your inventions or were they already there? They're pretty sweet. (I.e., this scroll, when read, takes you from the surface to the deepest level visited etc.)
                      I did a lot of my own detailed descriptions, but many were already there.

                      One of the more fun but less noticed aspects of this variant are the descriptions of plain weapons and armor. A lot of them I recognized as names of weapons I'd come across somewhere else, but many I had only seen in Angband variants. There were actually a couple that made no sense; a "Bassilard" used to be some kind of polearm that did something like 1d15 damage. Turns out, a Bassilard is a type of dagger.
                      -----------------------------------------
                      Z+Angband: A Zangband evolution
                      http://tinyurl.com/5pq2bd

                      Comment

                      • Arendil
                        Apprentice
                        • Jun 2007
                        • 78

                        #41
                        I tried to experiment a bit with power adjustment of spells in s_info.txt. Played a High Mage with Nature school of magic. So a +25% bonus in wilderness.

                        First, although (b)rowsing spell details gives correct info about power adjustment, numbers in book or in spell menu under '~' are completely wrong.

                        And, are you completely sure you won't ever add any extra bonuses later? At the moment power adjustment is a shortint overflowing at +128, so 75% isn't really that far below...

                        Comment

                        • Jude
                          Adept
                          • Nov 2007
                          • 124

                          #42
                          It worked! Of course, if I have to do that every time it'll discourage me from ever upgrading to the new version but I can just copy the pref file, right? Unless there's some major change made?


                          I've always wondered wtf some of the item names are. A lot of them are Japanese sounding things I never heard of, but some stuff just sounds like it was picked out an obscure medieval weaponry encyclopedia. Fauchard? Basillard? Main Gauche? What the crap? The descriptions are nice.

                          Edit: Holycrap the descriptions are VERY nice. It tells you how much HP each item restores! Also, Cure Light Wounds potion gives 35 hp? In my experience with older version of Zangband, it took a CCW to do that - basically anything less than CCW was worthless and even that was crap after about dlvl 20. Have you been working on making the potions more worthwhile?

                          Also, Amulet of Immortality? You will never die of OLD AGE? Huh? Is that like a time-related attack that I don't know about?!
                          Last edited by Jude; November 17, 2008, 23:33.

                          Comment

                          • RogerN
                            Swordsman
                            • Jul 2008
                            • 308

                            #43
                            basically anything less than CCW was worthless and even that was crap after about dlvl 20. Have you been working on making the potions more worthwhile?
                            All the healing potions have been improved so that they aren't junk any more. Just remember that CCW does NOT cure confusion! You need some other form of curing. Confusion is much nastier in Z.

                            Also, Amulet of Immortality? You will never die of OLD AGE? Huh? Is that like a time-related attack that I don't know about?!
                            I think those are just amulets of adornment that have been renamed. They don't serve any useful purpose.

                            Comment

                            • Mangojuice
                              Z+Angband Maintainer
                              • Jun 2008
                              • 318

                              #44
                              Originally posted by RogerN
                              All the healing potions have been improved so that they aren't junk any more. Just remember that CCW does NOT cure confusion! You need some other form of curing. Confusion is much nastier in Z.
                              !CCW, !CSW, !Healing do not cure confusion.

                              Look for !Curing. Also, mushrooms can cure status: ,CCW cures confusion and blinding, definitely an MVP item for me. ,ResistConfusion may be of interest too.

                              I think those are just amulets of adornment that have been renamed. They don't serve any useful purpose.
                              They make you feel youthful. Or at least, they say they do every once in a while. This has an actual effect, because it makes them possible to identify without actually ?Id'ing them.
                              -----------------------------------------
                              Z+Angband: A Zangband evolution
                              http://tinyurl.com/5pq2bd

                              Comment

                              • Mangojuice
                                Z+Angband Maintainer
                                • Jun 2008
                                • 318

                                #45
                                Originally posted by Arendil
                                I tried to experiment a bit with power adjustment of spells in s_info.txt. Played a High Mage with Nature school of magic. So a +25% bonus in wilderness.

                                First, although (b)rowsing spell details gives correct info about power adjustment, numbers in book or in spell menu under '~' are completely wrong.

                                And, are you completely sure you won't ever add any extra bonuses later? At the moment power adjustment is a shortint overflowing at +128, so 75% isn't really that far below...
                                Largest possible bonus right now is:

                                +10% (overlapping realms)
                                +50% (maximum focus)
                                +29% (Life magic, healing)

                                = 113% (the bonuses are multiplicative).

                                You can also get a 5% bonus from being a Lich, but that makes it impossible to have overlapping realms and a maximal inherent bonus. You can also get a higher inherent bonus by being a priest or paladin, but then you can't focus spells.

                                So it fits, if barely.

                                As for the knowledge menu, yes, I notice the power level given does not take Nature's bonus into account, I will adjust that. Other bonuses seem to be correctly incorporated. What was the other way you said it was wrong? I get the right display when browsing or when selecting a spell to cast.
                                -----------------------------------------
                                Z+Angband: A Zangband evolution
                                http://tinyurl.com/5pq2bd

                                Comment

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