I'm glad other people find the lists helpful, ---- sometimes I am concerned that accessibility functions in games are a bit superfluous to most players who don't need them.
I didn't actually know the monster list was in Fa. This is either because I was playing an earlier version, or because I was looking at the wrong part of the screen, ---- either of which are possible.
In that case though, I'll be glad to give Fa another try.
FAangband 1.0
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The monster list is certainly available (although maybe fairly basic) in a subwindow, or in the main window by '['. The object list will happen at some point, but at the moment Vanilla has so much good stuff for me to steal that I haven't got around to it all yet.Leave a comment:
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. In fact, he'll probably improve upon them.
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appologies for being a pest, but I was wondering if it'd be possible to add the list onscreen monsters, ---- and possily list onscreen objects commands to Faangband, ---- sinse that would make playing it for me significantly easier.
Appologies if this is coding wise a problem.Leave a comment:
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So.. the warlord level showing up the first time one leaves gondolin, menegroth, or ephel bandir has been addressed?Leave a comment:
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Version 1.0.3
...now available - apart from the OSX port, which has had some technical problems and should be out soon.
Here are the changes (mainly bugfixes):- Fixed bug causing crashes in Nan Dungortheb.
- Fixed some memory leaks.
- Swapped in V main-x11.c.
- Updated licence, copyrights, copying.txt and put a repository on launchpad.net.
- Included dubtrain's sounds (as mp3s) as standard.
- Fixed error in randart names initialization.
- Made good items less likely, nasty monsters more likely and autoscum uniform (mostly) for levels in an effort to rebalance.
- Fixed themed level feelings.
- Fixed shield going into hand on unwielding a quiver weapon.
- Fixed Ents' lack of fire vulnerability.
- Maybe fixed messed up turns in notes.
There are still a few bugs, including the high score table; there may be another bugfix of 1.0, or not.Leave a comment:
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DS version for 1.0.2 still has error in text on NDS info screen (top screen when game loaded after first button press). Text reads "L long hold to redefine all key bindings". It should be "L+R to redefine all key bindings".
Wish Start and Select buttons could also be bound.Leave a comment:
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I'm planning to have the latest bugfix (1.0.3) out soon. In particular, the themed level bug will be fixed, and at least some others.
Some expansion:
Ents used to be vulnerable to fire and Dark Elfs are claimed to be vulnerable to strong light (in their description) but neither of them have a minus in the resistance list on the character screen. Are they not vulnerable any longer?
I also noted that when a store (in one of the minor towns) had a sale on everything it couldn't handle stacking so it looked something like:
a) 16 scrolls of Phase Door (50% off)
b) 3 scrolls of Phase Door (50% off)
c) 11 scrolls of Identify (50% off)
d) 2 scrolls of Identify (50% off)
This is actually normal behaviour - chests usually have a single type of item, but it can change if (as can happen rarely at random) the allocation routine fails to find an appropriate item.Leave a comment:
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The latest version available on the oook page is 036.
The latest version available at 'the usual place' is 102.
Was there a 103 release? I could have sworn I just accidentally deleted it and I can't recover it.Leave a comment:
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However as you say, neither has a vulnerability in the current version. I imagine that is a bug.Leave a comment:
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Three minor things:
When I'm using an un-IDed staff of Sleep Monsters or Confuse Monsters on a monster that cannot be slept or confused I get the XX not affected message (I think) and my monster memory gets updated to include this information but I still don't get the staff IDed.
Ents used to be vulnerable to fire and Dark Elfs are claimed to be vulnerable to strong light (in their description) but neither of them have a minus in the resistance list on the character screen. Are they not vulnerable any longer?
I also noted that when a store (in one of the minor towns) had a sale on everything it couldn't handle stacking so it looked something like:
a) 16 scrolls of Phase Door (50% off)
b) 3 scrolls of Phase Door (50% off)
c) 11 scrolls of Identify (50% off)
d) 2 scrolls of Identify (50% off)Leave a comment:
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No, and no. Permacursed items never get either of the sticky curses by design (and are also prevented from getting them at random). A "curse" is now a negative property; so a Ring of Aggravation, for example, has the permanent aggravation curse and can't be uncursed. But it won't stick to you.Leave a comment:
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