I started playing a bit this morning and I got the post-quit-"crash" mentioned above using your windows-build on Vista (but only once).
I also noticed that shops accept to buy stuff pseudo-ed as dubious, is that intended?
I'm trying out a mage and at least for the start (I'm just on level 10) the activation on the mage-staff is making it very easy but I guess that will change when I'm not restoring all mana with each activation. The activation also basically gives you endless fire bolt (or whatever the first spell is, I don't remember yet) but that will also only be useful as long as the monsters actually die from a few fire-bolts. I'm excited to see what you did to the mage spells later on...
FAangband 1.0
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I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.Leave a comment:
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EDIT: Don't worry - this is broken. Look at it as an advertisement for a coming feature.Last edited by Nick; August 10, 2009, 11:20.Leave a comment:
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Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:
Code:configure: creating ./config.status config.status: creating mk/extra.mk config.status: creating mk/sinclude.mk config.status: error: cannot find input file: src/autoconf.h.in
Let me know if that fails.Leave a comment:
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Sounds cool, and I've had more luck compiling this version. I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.Leave a comment:
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Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...Leave a comment:
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Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:
Code:configure: creating ./config.status config.status: creating mk/extra.mk config.status: creating mk/sinclude.mk config.status: error: cannot find input file: src/autoconf.h.in
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Actually, that's a really good idea. This whole arrow/number thing has been a complete pain. I will do that.Leave a comment:
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Nice!Keep up the good work!
I did notice however that on the options menu, you can't use the arrow keys because they map to numbers, which map to the commands... perhaps the numbers should be letters like on the options submenus?Leave a comment:
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Read this before upgrading an existing character
I've just realised, I really should have mentioned this:
Don't upgrade with an existing live character.
Object properties get scrambled (mostly just deleted) in the upgrade process. If you want to retain your monster memory, the best way is to upgrade with a dead character.Leave a comment:
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Congrats on the release! I'll start playing it right away (or when I get of this high-speed train, *banding here makes me nauseous).Leave a comment:
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Yah, congrats on the ONE. I can't wait to see the new complainer messages.Leave a comment:
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Congrats on the release. Do you see comp. 73 in FA's future? Maybe a mage?Leave a comment:
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