Z+Angband 0.3.0 beta released!

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  • Jude
    Adept
    • Nov 2007
    • 124

    #46
    This just in: there needs to be a "Corpse Explosion" spell ala Diablo 2.

    Also, what does Protection from Evil do?

    Also, I'm getting messages "you do 11 (out of 3) damage", what do these mean?
    Last edited by Jude; November 20, 2008, 04:33.

    Comment

    • Mangojuice
      Z+Angband Maintainer
      • Jun 2008
      • 318

      #47
      Originally posted by Jude
      This just in: there needs to be a "Corpse Explosion" spell ala Diablo 2.

      Also, what does Protection from Evil do?

      Also, I'm getting messages "you do 11 (out of 3) damage", what do these mean?
      Corpse explosion: this amuses me. I was thinking about adding some new mutations to the game, perhaps there. Sounds very particular.

      Protection from Evil (the spell, or the object ability) makes evil things have to pass a saving throw in order to attack you in combat.

      That message means that you just dealt 11 damage to something that had 3 hit points. You're probably getting those messages because you're playing a Human; humans get extra info in the game.
      -----------------------------------------
      Z+Angband: A Zangband evolution
      http://tinyurl.com/5pq2bd

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #48
        Originally posted by Mangojuice
        That message means that you just dealt 11 damage to something that had 3 hit points. You're probably getting those messages because you're playing a Human; humans get extra info in the game.
        You do 11 (out of 3) damage is confusing.

        A simple re-wording would eliminate this. Something like (in the case of death)...
        "You hit for 11 damage." or "You deal 11 damage." or "You knock of 11 HP"
        "You have killed the small kobold." or whatever message normally appears when you kill an enemy (You have slain it).

        or if the enemy survives...
        "You just knocked off 11 of the kobold's 22 HP."

        or, less elegant, but simpler to implement (covering all cases)...
        "You deal 11 damage to the small kobold who had 3 HP remaining."
        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

        • Jude
          Adept
          • Nov 2007
          • 124

          #49
          Ahhhhh.

          With corpses, why stop at explosions? Ghouls can eat them for food...seems to be they should be able to get health from them too. Maybe there could be a mutation allowing you to do that also, or a death spell - destroy a corpse, get life back. I assume you can reanimate them with some high level death spell already...what other kinds of things could you do with dead bodies? Cut them up and make Frankenstein?

          Comment

          • Jude
            Adept
            • Nov 2007
            • 124

            #50
            Couple more things. The spell list, when you have it in a separate window under the window display preferences thing, just shows the first two spells of my first spellbook (right now I'm a Death/Sorcery priest). Might want to make sure that's working as it should.

            Also, I just had an idea you could think about. Instead of picking one or two types of magic at the beginning, maybe you could do a Master of Magic type thing (since Zangband's magic system ultimately comes from MOM) where you can pick maybe one or two tiers at a time, either putting them in the same school of magic or in two different ones. Basically the difference would be that if you wanted, you could have a mage with four tiers of Chaos magic, two tiers of sorcery and two tiers of Nature. Gives you a little more options. You could pick the new tiers as you levelled up.

            Characters that currently get one school of magic, Paladins for example, might still be limited by their class - they can either pick two tiers in Life or Death to begin with, but their second two they can either continue putting in that school or into another school if they think that would be more useful. Rangers would have to go with nature up to three or four tiers but their other slots they could do whatever they wanted; same with Priests. High Mages, you might still just make them focus on in one. Chaos Warriors (my favorite class) might have to go with Chaos all the way or could get options later.

            Anyway, something to think about.

            Comment

            • Mangojuice
              Z+Angband Maintainer
              • Jun 2008
              • 318

              #51
              Originally posted by Jude
              Couple more things. The spell list, when you have it in a separate window under the window display preferences thing, just shows the first two spells of my first spellbook (right now I'm a Death/Sorcery priest). Might want to make sure that's working as it should.

              Also, I just had an idea you could think about. Instead of picking one or two types of magic at the beginning, maybe you could do a Master of Magic type thing (since Zangband's magic system ultimately comes from MOM) where you can pick maybe one or two tiers at a time, either putting them in the same school of magic or in two different ones. Basically the difference would be that if you wanted, you could have a mage with four tiers of Chaos magic, two tiers of sorcery and two tiers of Nature. Gives you a little more options. You could pick the new tiers as you levelled up.

              Characters that currently get one school of magic, Paladins for example, might still be limited by their class - they can either pick two tiers in Life or Death to begin with, but their second two they can either continue putting in that school or into another school if they think that would be more useful. Rangers would have to go with nature up to three or four tiers but their other slots they could do whatever they wanted; same with Priests. High Mages, you might still just make them focus on in one. Chaos Warriors (my favorite class) might have to go with Chaos all the way or could get options later.

              Anyway, something to think about.
              I'll check on the window thing. I admit, I had forgotten about that feature during the upgrade.

              As for the Master of Magic idea, yes, that is interesting and I was thinking of moving in that direction in the future, but I hadn't thought of using tiers as the "units" of each realm, and that's a very good idea. I had been toying with the idea of changing High Mages from "specialists" to "generalists" who can use every realm with some restrictions.. but in the end I do like the specialist idea, it adds tactical challenge. But this might be reasonable for a new class, perhaps "Sorceror" or something.

              How badly can this ability be broken? The best I've thought of so far would be to have a character with 4 tiers in Sorcery, 1 in Chaos, and 5 in Life; this is probably a lot better than a Life/Sorcery mage, because Magic Missile has such an impact on the game. Similarly, a mage having 1 tier in Arcane gains a lot -- Zap, Blink, a bit of healing, and the pseudo-id spell.
              -----------------------------------------
              Z+Angband: A Zangband evolution
              http://tinyurl.com/5pq2bd

              Comment

              • Arendil
                Apprentice
                • Jun 2007
                • 78

                #52
                Originally posted by Mangojuice
                Largest possible bonus right now is:

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

                = 113% (the bonuses are multiplicative).
                Ho, hum. I don't understand. Is it 113% or 13%?
                I assumed that different bonuses are just summed up. If what you wrote above is true, then maximum focus alone should give 150%. i.e. overflow.
                Right, or do I miss something?
                Also, taking wilderness bonus into account, it is unclear when this 25% is added. First, last, or somewhere in the middle?

                Originally posted by Mangojuice
                So it fits, if barely.
                Bad idea. What will happen if you forget maximum value, and add some extra bonuses, for example through ego items or artifacts?

                Originally posted by Mangojuice
                What was the other way you said it was wrong? I get the right display when browsing or when selecting a spell to cast.
                I meant, reading, or browsing a spellbook, I get a list of spells, and their corresponding power adjustment along with fail and mana. Then, pressing a spell letter for a detailed info, I get different number. So, at least one of them have to be wrong. Third place was under '~' menu.

                Comment

                • Mangojuice
                  Z+Angband Maintainer
                  • Jun 2008
                  • 318

                  #53
                  Originally posted by Arendil
                  I meant, reading, or browsing a spellbook, I get a list of spells, and their corresponding power adjustment along with fail and mana. Then, pressing a spell letter for a detailed info, I get different number. So, at least one of them have to be wrong. Third place was under '~' menu.
                  Ah, okay. Actually, all three places are working properly it seems.

                  In the detailed spell info under the browse menu, the 25% bonus for Nature Magic outside is not factored in, because it is explicitly mentioned in the description. The other two give your current total power bonus.
                  -----------------------------------------
                  Z+Angband: A Zangband evolution
                  http://tinyurl.com/5pq2bd

                  Comment

                  • RogerN
                    Swordsman
                    • Jul 2008
                    • 308

                    #54
                    Extremely minor UI complaint:

                    If I fire an arrow from my inventory at a specific target then I can use the repeat command (n) to continue firing arrows at the same target. However, if I use an arrow from the quiver then the repeat command doesn't let me do the same thing with a single keypress. It'd be nice if you could use the repeat command with a quiver.

                    Comment

                    • Mangojuice
                      Z+Angband Maintainer
                      • Jun 2008
                      • 318

                      #55
                      Originally posted by RogerN
                      Extremely minor UI complaint:

                      If I fire an arrow from my inventory at a specific target then I can use the repeat command (n) to continue firing arrows at the same target. However, if I use an arrow from the quiver then the repeat command doesn't let me do the same thing with a single keypress. It'd be nice if you could use the repeat command with a quiver.
                      Already on my list.
                      -----------------------------------------
                      Z+Angband: A Zangband evolution
                      http://tinyurl.com/5pq2bd

                      Comment

                      • Voltan
                        Rookie
                        • Nov 2008
                        • 1

                        #56
                        Hi, I would like to thank you mangojuice for an excellent revival of Zangband. I'm getting addicted all over again

                        I have a question though; having ESP disturbs my resting (and running). I have tried both with or without the "Disturb whenever viewable monster moves". Is there some way to get the vanilla behavior where you don't get disturbed unless the ESP monster comes within line of sight?
                        ESP is now very annoying instead of extremely useful

                        Comment

                        • Mangojuice
                          Z+Angband Maintainer
                          • Jun 2008
                          • 318

                          #57
                          Originally posted by Voltan
                          Hi, I would like to thank you mangojuice for an excellent revival of Zangband. I'm getting addicted all over again

                          I have a question though; having ESP disturbs my resting (and running). I have tried both with or without the "Disturb whenever viewable monster moves". Is there some way to get the vanilla behavior where you don't get disturbed unless the ESP monster comes within line of sight?
                          ESP is now very annoying instead of extremely useful
                          I didn't realize that had been fixed in Vanilla. I'll check it out to see if I can import it easily.
                          -----------------------------------------
                          Z+Angband: A Zangband evolution
                          http://tinyurl.com/5pq2bd

                          Comment

                          • Mister.Yasd
                            Rookie
                            • Nov 2008
                            • 4

                            #58
                            Also, a bug that could cause you to starve to death waiting for your "stun" to go away in some cases has been fixed.
                            Aha! That would explain what happened to one of my favourite Chaos Warriors!

                            Hi, I would like to thank you mangojuice for an excellent revival of Zangband. I'm getting addicted all over again
                            I'd like to echo that sentiment - it is lovely to be playing a 'new' Zangband and I really nust say thank you for your ongoing commitment to it. Great stuff! :-)

                            Comment

                            • Mangojuice
                              Z+Angband Maintainer
                              • Jun 2008
                              • 318

                              #59
                              Originally posted by Mister.Yasd
                              I'd like to echo that sentiment - it is lovely to be playing a 'new' Zangband and I really nust say thank you for your ongoing commitment to it. Great stuff! :-)
                              Thanks. It's been fun. I go in these phases in my life where I have one obsession for a few months, then another... this one has lasted longer than most, but it also feels better than most because I'm building something that people can enjoy, not just me.
                              -----------------------------------------
                              Z+Angband: A Zangband evolution
                              http://tinyurl.com/5pq2bd

                              Comment

                              • perost
                                Scout
                                • Aug 2008
                                • 33

                                #60
                                I'm trying out Z+ 0.3.1 now, but I constantly run into a bug that makes the game segfault sometimes when I try to sell items. Here's a backtrace:
                                Code:
                                Program received signal SIGSEGV, Segmentation fault.
                                object_dup (o_ptr=0x7fce00000000) at src/object2.c:43
                                43		COPY(o_ptr, j_ptr, object_type);
                                (gdb) bt
                                #0  object_dup (o_ptr=0x7fce00000000) at src/object2.c:43
                                #1  0x000000000046b7bb in store_sell () at src/store.c:1779
                                #2  0x000000000046d77d in do_cmd_store (f1_ptr=<value optimized out>)
                                    at src/store.c:2341
                                #3  0x000000000050979f in toluaI_field_do_cmd_store00 (tolua_S=0x19af7f0)
                                    at src/l-field.c:357
                                #4  0x00000000005138db in luaD_call (L=0x19af7f0, func=0x19b6400, nResults=0)
                                    at src/lua/ldo.c:134
                                #5  0x0000000000511f96 in luaV_execute (L=0x19af7f0, cl=0x1bf80a0, 
                                    base=0x19b63f0) at src/lua/lvm.c:382
                                #6  0x000000000051398b in luaD_call (L=0x19af7f0, func=0x19b63f0, nResults=-1)
                                    at src/lua/ldo.c:177
                                #7  0x000000000051344d in luaD_runprotected (L=0x19af7f0, f=0x513d70 <f_call>, 
                                    ud=0x7fff38e42b90) at src/lua/ldo.c:376
                                #8  0x0000000000513483 in lua_call (L=0x798b4c, nargs=<value optimized out>, 
                                    nresults=<value optimized out>) at src/lua/ldo.c:220
                                #9  0x00000000004a7b9f in call_lua_hook (
                                    script=0x1bac330 "do_cmd_store(field)", format=0x5616df "", 
                                    vp=0x7fff38e42db0) at src/script.c:456
                                #10 0x00000000004a8375 in apply_field_trigger (
                                    script=0x1bac330 "do_cmd_store(field)", f_ptr=0x1ba6818, 
                                    format=0x5616df "", vp=0x7fff38e42db0) at src/script.c:665
                                #11 0x000000000044c2ee in field_script (c_ptr=<value optimized out>, 
                                ---Type <return> to continue, or q <return> to quit---
                                    action=<value optimized out>, format=0x5616df "") at src/fields.c:1096
                                #12 0x0000000000450b5d in move_player (dir=<value optimized out>, do_pickup=0)
                                    at src/cmd1.c:2668
                                #13 0x0000000000452a5b in do_cmd_walk (pickup=0) at src/cmd2.c:1959
                                #14 0x000000000048ece5 in process_command () at src/dungeon.c:2244
                                #15 0x0000000000492f62 in play_game (new_game=0 '\0') at src/dungeon.c:2889
                                #16 0x00000000004e3aa7 in main (argc=1, argv=0x7fff38e434f8) at src/main.c:604
                                I have a savefile that I can realiably crash the game with too, if you want it. I suspect though that it's because of my a bit unusual platform (64-bit linux) that the bug shows itself, since noone else seems to have any problems.

                                Also, it's still not possible to repeat commands with the roguelike keyset. Just a reminder

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