FAangband 1.0

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  • Nick
    replied
    Originally posted by Arralen
    racial attitudes seem to be off at times anyway
    - only certain classes of some races seem to be hostile. IIRC I had elven archers attack me, while some other elves simply stood by and watched, same with (Dru)Adans at several occasions?!
    There's some randomness involved - the basic ingredient, though, is the same racial attitudes that are involved in shop prices (in cost_adj.txt).

    pathfinding of neutrals (and supposedly others) needs improvements
    On the Edain level, quite some of the neutrals just got stuck in their houses, running back and forth on the same 2 squares forever, unable to make their way 4 steps in the other direction to reach the door.
    Btw., where do those neutrals run to when they wake up?
    The AI for these guys is still fairly basic - they just pick a random spot and head for it. They're then supposed to pick another and head for that, but it doesn't always seem to work; maybe if they can't reach their first target they hang around it trying to, or something. In any case, this will be filled out more at some point.

    neutrals can push/displace the player, but not other way 'round?
    Yes, and I think it will probably stay that way. I want neutrals to be able to push past, and the "move into = attack" rule is too useful to start making exceptions, I think.

    (D)isarming a chest "under" a (neutral) monster causes an attack ?!
    Yes - trying to disarm anything under a monster results in attacking. I'm not sure whether that's still a good idea with neutrals.

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  • Arralen
    replied
    Finally, I made it to Menegroth (wasn't able to reproduce the "teleport" bug, but I have I savegame where I'm clearly en route to Menegroth, and I ended up on the way to Amon Rudh again, I'm pretty sure of that ..)
    Now, I'm deliberatly going back to Amon Rudh to take out the guardian ... and on "East Beleriand 15" I encountered:


    Special Level: "Here the Edain camped ..." - all monsters neutral
    I'm an Adan Rouge (still), and AFAICS everyone around is Adan or Druadan and neutral to me, so its free looting time !!


    racial attitudes seem to be off at times anyway
    - only certain classes of some races seem to be hostile. IIRC I had elven archers attack me, while some other elves simply stood by and watched, same with (Dru)Adans at several occasions?!

    pathfinding of neutrals (and supposedly others) needs improvements
    On the Edain level, quite some of the neutrals just got stuck in their houses, running back and forth on the same 2 squares forever, unable to make their way 4 steps in the other direction to reach the door.
    Btw., where do those neutrals run to when they wake up?

    neutrals can push/displace the player, but not other way 'round?

    (D)isarming a chest "under" a (neutral) monster causes an attack ?!
    Last edited by Arralen; September 1, 2009, 09:19.

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  • Nick
    replied
    Version 1.0.2

    Second bugfix is now up - usual place. Changes are:
    • Fixed out of order spell names
    • Updated gcu port a bit more
    • Updated help on curses
    • Changed quiver slots to alphabetic
    • Reverted themed level changes because they broke field of view
    • Made rods of perception not good items
    • Adjusted EASY_KNOW on some rings
    • Made scrolls of genocide be used up properly
    • Fixed bug in autoscum, local area map
    • Fixed activations returning "unknown type"
    • Stopped dungeon monsters appearing in town
    • Stopped the player from being able to enter a shop from any grid
    • Fixed bugs in missile branding and branded missile info
    • Stopped randart info getting scrambled on save and reload
    • Stopped level feeling on themed levels appearing twice

    Leave a comment:


  • Nick
    replied
    Originally posted by Arralen
    Selling of low-Level rings ... or not ...
    Seems like low-level rings are somewhat off regarding their whatever-value. Magic Shops buys un-IDed =SlowDig {good}, but "howls in agony" and discards it. Same for =FeathFall.
    After IDing, the shop refuses to buy.
    Further more there are =Prot in BM and MS that have negative armour values, but positive resists, and sell for quite a sum...
    This is technically a bug, I guess, but not one I'm hurrying to fix. Prices are a bit weird, but I want to let them sit for a bit while I decide what to do with them. On the whole it is advantageous for the player - I don't expect being short of cash to be much of a problem in this version.

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  • Arralen
    replied
    Selling of low-Level rings ... or not ...
    Seems like low-level rings are somewhat off regarding their whatever-value. Magic Shops buys un-IDed =SlowDig {good}, but "howls in agony" and discards it. Same for =FeathFall.
    After IDing, the shop refuses to buy.
    Further more there are =Prot in BM and MS that have negative armour values, but positive resists, and sell for quite a sum...

    Leave a comment:


  • Nick
    replied
    Originally posted by Eke
    Leaving Gondolin caused the creation of a special level earlier today. I don't recall the flavor message given at the start of the level. It was something about 'there are no neutrals'. Not having time to really dig into this level I saved (ctrl-X) and came back later. When I tried to load the file I get the message "Too few grids (48<161)!"

    I can send the save file if you'd like. I'm bummed I don't get to try the level.
    OK, thanks a lot for this - I introduced a "fix" for a minor irritation and it's broken the view system. If you send me the savefile, I should be able to fix it so you can keep playing.

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  • Zikke
    replied
    Originally posted by Eke
    Leaving Gondolin caused the creation of a special level earlier today. I don't recall the flavor message given at the start of the level. It was something about 'there are no neutrals'. Not having time to really dig into this level I saved (ctrl-X) and came back later. When I tried to load the file I get the message "Too few grids (48<161)!"

    I can send the save file if you'd like. I'm bummed I don't get to try the level.
    Oh that's the fun Warlords level. Tons of humanoids = tons of loot but tons of tricks.

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  • Eke
    replied
    Leaving Gondolin caused the creation of a special level earlier today. I don't recall the flavor message given at the start of the level. It was something about 'there are no neutrals'. Not having time to really dig into this level I saved (ctrl-X) and came back later. When I tried to load the file I get the message "Too few grids (48<161)!"

    I can send the save file if you'd like. I'm bummed I don't get to try the level.

    Leave a comment:


  • Mr.Peanut
    replied
    Originally posted by Nick
    he file, or (maybe) by following Immir's directions here, although I would back up everything before trying.
    Sorry to be so vague - I haven't done much DS testing lately.
    Taking a look at the screenshots on Immir's page I noticed that the current faangband ds relnote.txt file is incorrect. It says press and hold L to rebind, but on Immir's page it says press L+R (which works). Then again, the angband ds download on Immir's page is missing the relnote.txt file completely.

    An undocumented feature of note is that there are contextual touchscreen areas. Touch the very top of the screen to see previous messages. Touch on your player name to get full character stats. Touch on your character mini-stats to get inventory. Touch on hp area to get rest command, and sp area to cast spells. In town maps touch on the town name for the home command, in wilderness/dungeons it repeats the level feeling.
    Last edited by Mr.Peanut; August 24, 2009, 17:57.

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  • Nick
    replied
    Originally posted by Mr.Peanut
    inv is not inventory, nor should it be since there is already an Inv inventory button. inv displays the message 'press ? for help'. Maybe it is the panic button?


    Are the blue touch screen buttons user-configurable?
    The button configuration is in BUTTON.DEF, in faangband/nds. A typical button looks like:
    Code:
    USER
    232 42 24 15 0
    Ret
    \r
    where USER means it's one of the blue user configurable buttons (the red ones are set by the game), the numbers I am not sure about, Ret is the label and \r is the key. The inv button is supposed to be inventory, I think, but the correct command is '|', not '^i". The bits of BUTTON.DEF headed KEY are the definitions of the DS keys. The configuration can be changed by editing the file, or (maybe) by following Immir's directions here, although I would back up everything before trying.

    Sorry to be so vague - I haven't done much DS testing lately.

    Leave a comment:


  • Mr.Peanut
    replied
    Originally posted by Nick
    Yes, this requires something of a hack to make it work; in particular, ther emust be an existing savefile. I will update again soon(ish) with either an appropriate savefile or an actual fix to the issue.
    Ah. yes, now I remember. There was a savefile packed with some of the past releases.
    Originally posted by Pete Mack
    Inv is almost certainly inventory.
    f*st looks like a broken keymap for firing at the nearest target.
    inv is not inventory, nor should it be since there is already an Inv inventory button. inv displays the message 'Type ? for help'. Maybe it is the panic button? Oop. Drunken typo was f*st. It is correctly defined as f0*t.

    edit: looking at buttons.def. Seems inv is ^i, which does nothing? How about a quick readme on what the format means? Most of it is obvious, except for the five numbers. At first I thought these were screen coords for the buttons, but this is not the case.

    Can't rebind using hold-L. Don't know if it is a bug, or my crappy worn out L-button.
    Last edited by Mr.Peanut; August 20, 2009, 14:12.

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  • Pete Mack
    replied
    Inv is almost certainly inventory.

    f*st looks like a broken keymap for firing at the nearest target.

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  • Nick
    replied
    Originally posted by Mr.Peanut
    Would still suggest default nds options be pre-set to 'auto-more', 'centre player' and term1 = messages. Without them the game seems broken at the first -more-. Those not familiar with Angband won't have a clue how to set term1=messages or even what it means.
    Yes, this requires something of a hack to make it work; in particular, ther emust be an existing savefile. I will update again soon(ish) with either an appropriate savefile or an actual fix to the issue.

    Leave a comment:


  • Mr.Peanut
    replied
    Originally posted by Nick
    OK, I've grabbed the first thing that seemed like the correct button definitions, thrown them into the right place and uploaded. See if that works as expected.
    Seems to be okay. Four blue touch screen buttons. Don't have a clue what 'f0*t' and 'inv' are for. 'S' and 'Ret' self-explanatory.

    Would still suggest default nds options be pre-set to 'auto-more', 'centre player' and term1 = messages. Without them the game seems broken at the first -more-. Those not familiar with Angband won't have a clue how to set term1=messages or even what it means.

    {As a side note, in case anyone else has a slot-2 sc-lite, try using the dldi patch for the sc-rumble if the sc-lite patch does not work.}
    Last edited by Mr.Peanut; August 20, 2009, 14:10.

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  • Nick
    replied
    Originally posted by Nick
    I've probably used on old version of the button code. I'll look into that and post here when it's fixed.
    OK, I've grabbed the first thing that seemed like the correct button definitions, thrown them into the right place and uploaded. See if that works as expected.

    Leave a comment:

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