FAangband 1.0

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  • Dark
    replied
    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.

    Leave a comment:


  • Nick
    replied
    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:


  • buzzkill
    replied
    Originally posted by Dark
    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.
    The monster/object lists are significant improvements and would make playing easier for everyone. I'm sure Nick will get around to adding them eventually . In fact, he'll probably improve upon them.

    Leave a comment:


  • Dark
    replied
    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:


  • Nick
    replied
    OS X port of 1.0.3 now available.

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  • Nick
    replied
    Originally posted by Tatami
    So.. the warlord level showing up the first time one leaves gondolin, menegroth, or ephel bandir has been addressed?
    Yes - forgot to include that.

    Leave a comment:


  • Tatami
    replied
    So.. the warlord level showing up the first time one leaves gondolin, menegroth, or ephel bandir has been addressed?

    Leave a comment:


  • Nick
    replied
    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:


  • Mr.Peanut
    replied
    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:


  • Nick
    replied
    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:

    Originally posted by thapper
    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.
    This is inconsistent, but messy to fix in either direction, and I'm not sure which way to jump. So it probably will remain as is for a while.

    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?
    They should be. Looks like a bug.

    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 odd, and also bug-looking.

    Originally posted by Psi
    I found a cursed amulet of the magi - I'm sure they were previously 'always good'.
    Yes, they were, but aren't any longer. This applies to all the powerful rings and amulets, and wasn't intentional, but I like it anyway... their good properties will typically still outweight the bad, and they aren't cursed.

    Originally posted by Psi
    Well I just found Thuringwethil's crown in a chest of amulets. That wasn't one of the special artifacts last time I checked.
    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:


  • Psi
    replied
    102 is the latest.

    Leave a comment:


  • buzzkill
    replied
    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:


  • Psi
    replied
    Originally posted by thapper
    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 think that Dark Elves have lost their vulnerability to light, but Ents *should* still be vulnerable to fire.

    However as you say, neither has a vulnerability in the current version. I imagine that is a bug.

    Leave a comment:


  • thapper
    replied
    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:


  • Nick
    replied
    Originally posted by Mr.Peanut
    Some items ID as "can not be uncursed". Does this mean that once wielded you can never drop the item? If the item also has the "undroppable curse" does this mean that the item can never be dropped?
    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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