FAangband 0.3.6

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  • Arralen
    Swordsman
    • May 2007
    • 309

    #46
    Originally posted by thapper
    I found one odd thing though, in the options(=) menu I can't navigate with the arrow keys any more, it worked fine in 0.3.5. Now any "down arrow" takes me to option 2) (and left arrow to option 4).
    (Playing on windows vista by the way if it makes any difference)
    WinXP here - and the very same effect.
    Most probably not intended. At least, it does not crash ...
    No, I don't have a clue 'bout C, and I'm not starting my own variant.
    Never. Ever.

    Comment

    • PaulBlay
      Knight
      • Jan 2009
      • 657

      #47
      The link from the Fangband page http://angband.oook.cz/faangband/ points to the 0.3.4 thread, not here.
      Currently turning (Angband) Japanese.

      Comment

      • Psi
        Knight
        • Apr 2007
        • 870

        #48
        Originally posted by Arralen
        And more quick notes :
        * Nimthanc seems to break cold resistance on monsters. Atm., I have Nimthanc (1d5) (+8,+9) which is supposed to give me 2x 20 against non-resistant, 7 damage otherwise, and the Small Sword of Nogrod (2d6) (+2, +8) that says it gives me 2 blows of 13 against all.
        Yet, Nimthanc kills Cold Hounds in 2 hits (or 1 *smite*), but the Small Sword needs 3 or 4 hits ?! The frost bolt from the activation seems to be properly resisted, though.
        Ouch. That is some bug. I've managed to lose an ELSE statement when changing damage calculations due to branding rings. Looks like all brands will effect all monsters. Consider branding very broken. I think a bugfix will need to come out...
        Originally posted by Arralen
        * Weapons "of Angband" are .. tempting now, especially in the beginning when all you have is a 1d5 *thanc ... . I really like that.
        Some things I noticed:[INDENT]- while the + modifiers have a random part, the - mods to resistances appeared straight as they are from the ego_item.txt file. Shouldn't they have a small random part as well?
        I expected so, but it is not coded that way (yet).
        Originally posted by Arralen
        - I suppose it's possible to remove the curse and enchant the weapon up to a reasonable +skill value? Otherwise, they're still useless because with negative modifier on DEX and negative skill mod you won't hit anything, right?
        (Will test that anyway, it's just too tempting ) edit: just tested, and it seems to work .. though I'm not into the (+) range, and still have to see if that would keep them save from the autosquelch ...
        They will enchant up, but unfortunately no easy way to prevent squelching them.

        Comment

        • Psi
          Knight
          • Apr 2007
          • 870

          #49
          Originally posted by Psi
          Ouch. That is some bug. I've managed to lose an ELSE statement when changing damage calculations due to branding rings. Looks like all brands will effect all monsters.
          Slight correction - Fire and Acid are coded correctly. Cold, Elec and Poison are irresistible. Sorry for the mess.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #50
            @psi or nick
            you might want to take a look at eddieband for squelch. His squelch distinguishes cursed and "tainted", which has some good attributes and some bad. So bows of the Nazgul are not killed, while ordinary cursed bows are.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              #51
              Catch-all reply post

              Originally posted by Psi
              Slight correction - Fire and Acid are coded correctly. Cold, Elec and Poison are irresistible. Sorry for the mess.
              Just as well you got something wrong - I was starting to feel inferior. I'll put new versions up after fixing and compiling.

              Originally posted by PaulBlay
              The link from the Fangband page http://angband.oook.cz/faangband/ points to the 0.3.4 thread, not here.
              Thanks - fixed now.

              Originally posted by thapper
              I found one odd thing though, in the options(=) menu I can't navigate with the arrow keys any more, it worked fine in 0.3.5. Now any "down arrow" takes me to option 2) (and left arrow to option 4). Is this intended?

              (Playing on windows vista by the way if it makes any difference)
              This is a pain, and I haven't fully sorted out a fix yet. The pref-win.prf file in lib/pref has been changed from 0.3.5 because there were sporadic crashes (usually in XP) when doing things like tunnelling, and this seemed to fix it. You could try copying over the pref-win.prf from 0.3.5 and see if you have any problems with that.

              Originally posted by Pete Mack
              @psi or nick
              you might want to take a look at eddieband for squelch. His squelch distinguishes cursed and "tainted", which has some good attributes and some bad. So bows of the Nazgul are not killed, while ordinary cursed bows are.
              Psi actually suggested doing this, and I recommended not bothering because there are going to be big changes to curses (and potentially ID and squelch) in 0.4.0. I'll certainly be looking at Eddie's stuff to see what I can take from it.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Arralen
                Swordsman
                • May 2007
                • 309

                #52
                Originally posted by Nick
                Originally posted by thapper
                I found one odd thing though, in the options(=) menu I can't navigate with the arrow keys any more, it worked fine in 0.3.5. Now any "down arrow" takes me to option 2) (and left arrow to option 4). Is this intended?
                (Playing on windows vista by the way if it makes any difference)
                This is a pain, and I haven't fully sorted out a fix yet. The pref-win.prf file in lib/pref has been changed from 0.3.5 because there were sporadic crashes (usually in XP) when doing things like tunnelling, and this seemed to fix it. You could try copying over the pref-win.prf from 0.3.5 and see if you have any problems with that.
                Maybe you overlooked that small posting - I said I'm running XP (now. No more W2k..) and I'm having exactly the same problems ... and copying over the old prf file is a no-no because I want to be able to tunnel without crashing.
                Yet I don't think this is (only) a .prf file issue anyway, as ...
                - the "up" arrow seems to work fine everywhere
                - the "right" arrow takes me to 6) cheat options in the main menue, but e.g. works fine as a toggle key within the cheat option themselves
                - the "left" arrow takes me to 4) Efficiency options but the key does not work as "back" or toggle key in the submenues
                - the "down" arrow takes me to 2) Disturbance options but works fine in the submenues as well ...
                So it's mainly the main menue that's broken, as it obviously uses the numeric values from the keypad arrows for input - and as there's no 8th menue entry the up key works ok
                No, I don't have a clue 'bout C, and I'm not starting my own variant.
                Never. Ever.

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9647

                  #53
                  Originally posted by Arralen
                  Maybe you overlooked that small posting - I said I'm running XP
                  I did see it, but overlooked the XP bit. I'm going to try and fix this once and for all for 0.4.0, so I'm sorry - you'll have to just live with the main option menu not being scrollable in 0.3.6. Actually, seeing the way you fixed the font issues, I think I'll just leave it to you
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9647

                    #54
                    Bugfixed version source, windows and WinCE source are now up; OSX and WinCE binary will follow when I get around to compiling them.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      #55
                      Originally posted by Nick
                      Bugfixed version source, windows and WinCE source are now up; OSX and WinCE binary will follow when I get around to compiling them.
                      ...which is now (well, a little earlier - they've just finished uploading). So everything there is bright and shiny and new, with no branding bugs.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Psi
                        Knight
                        • Apr 2007
                        • 870

                        #56
                        Originally posted by Nick
                        ...which is now (well, a little earlier - they've just finished uploading). So everything there is bright and shiny and new, with no branding bugs.
                        Thanks Nick!

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #57
                          Haven't played 3.6 (yet), but since there seems to be some talk of an upcoming 4.0 I thought I'd throw a couple of simple ideas at you.

                          Have some cost and/or time associated with moving your home. It's seems too convenient that's it's both free and instant.

                          Make the wilderness/mountain/swamp levels square, so that there is no advantage north/south travel.

                          That's it.
                          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

                          • Donald Jonker
                            Knight
                            • Jun 2008
                            • 593

                            #58
                            Originally posted by buzzkill
                            Haven't played 3.6 (yet), but since there seems to be some talk of an upcoming 4.0 I thought I'd throw a couple of simple ideas at you.

                            Have some cost and/or time associated with moving your home. It's seems too convenient that's it's both free and instant.
                            Strongly disagree here. There's already the cost and time of just getting to the big town if you don't start in one - when you're an adan/druadan, it's not so trivial. Even if it means simply crossing a lot of easy wilderness, when you're an ent, for instance, it's a pretty big nuisance factor that I don't think needs to be further punished.

                            Make the wilderness/mountain/swamp levels square, so that there is no advantage north/south travel.
                            I think this might as well happen, since detection is radial, correct?
                            Bands, / Those funny little plans / That never work quite right.
                            -Mercury Rev

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9647

                              #59
                              Originally posted by buzzkill
                              Have some cost and/or time associated with moving your home. It's seems too convenient that's it's both free and instant.
                              When I first introduced moving house, I decided against time penalty as it is too easy to circumvent - just step out of town and rest the required amount. But then I don't care much about turncount. I could maybe make it take a day. I'll think about it - I don't really have strong feelings either way.

                              Make the wilderness/mountain/swamp levels square, so that there is no advantage north/south travel.
                              This would mean either extending north/south (lots of coding work, huge levels) or narrowing east/west (not much work, smaller levels). I don't see travel being easier in one direction than the other as a big problem, so I'm inclined against this one.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Jungle_Boy
                                Swordsman
                                • Nov 2008
                                • 434

                                #60
                                So I downloaded this to try it out and I'm enjoying it so far but where are the dungeons? So far I'm just wandering in the wilderness, I prefer a nice safe dungeon with rooms and walls to block bad guys.
                                My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                                Comment

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