If Hellband is based on anything older than vanilla 3.1.0 than it'll likely be easier to get the quiver from NPP (That's where I got it from for DaJAngband).
(EDIT: posted this before I read the 'mirror mirror on the wall' post.)
Hmm, as the mirror mirror post is not exactly wildly popular and 'all' the references point to DaJAngband, your comment is still very valid
Quivers ->
Quivers eh ? Hmmm. I will check the Angband solution for a quiver and see.
If Hellband is based on anything older than vanilla 3.1.0 than it'll likely be easier to get the quiver from NPP (That's where I got it from for DaJAngband).
(EDIT: posted this before I read the 'mirror mirror on the wall' post.)
What do pouch slots do, exactly? I haven't seen anything about them in the help of any variant I've played that has them. Faster reading/quaffing/aiming/etc, I assume?
Yes, much faster aiming, especially when fighting scary guys you should consider putting your rescue items in there. I also think fireballs cannot burn scrolls in the pouch, lightning cannot destroy wands/potions in the pouch.
If its not too hard, I might replace one of the pouches with a quiver.
Seeing is how my last 2 winners were basically invulnerable but dealing damage to the real nasties was like trying to carve mt rushmore with a flathead screwdriver. With all the sweet weapons in the game you should consider adding dual wielding. Maybe only to pure warriors or something.
and swap some of the pouch slots for a quiver ;p
Dual Wield ->
Yeah, maybe, would you agree that this only becomes necessary around character level 40 ? I would give this to warriors and all knights. I would however swap out missile weapon for secondary weapon, not the shield.
Quivers ->
Quivers eh ? Hmmm. I will check the Angband solution for a quiver and see.
Winners ->
Hey, could you upload a filedump of those winners on oook, I am curious as to how people are equipped when not using wizard mode.
What do pouch slots do, exactly? I haven't seen anything about them in the help of any variant I've played that has them. Faster reading/quaffing/aiming/etc, I assume?
Seeing is how my last 2 winners were basically invulnerable but dealing damage to the real nasties was like trying to carve mt rushmore with a flathead screwdriver. With all the sweet weapons in the game you should consider adding dual wielding. Maybe only to pure warriors or something.
Don't cheer too much yet. The auxiliary windows are working very strangely...possibly only inven/equip, equip/inven, and spell list work. I'm not sure yet, though.
Gah. I thought I had fixed that.
The original author seemed to have stopped halfway while writing these terms.
You can see he copy pasted the code for item into monster stopped before
a) making it work
b) at least change the comment from item to monster
Dont waste time debugging till I mass-committed this evening my recent changes.
Don't cheer too much yet. The auxiliary windows are working very strangely...possibly only inven/equip, equip/inven, and spell list work. I'm not sure yet, though.
I now have a build of HEAD from svn working with Snow Leopard and case-sensitive filesystems. Adding -m32 and fixing some strings in the Makefile, resource, and plist files will do the trick. I'll try to put a patch together with that plus a couple version string fixes.
Really.... , you made my day !
If you have no objections, I'd prefer to give you commit access instead of doing all the patching.
I have the double whammy of Snow Leopard and a case-sensitive file system. I can run the published version of the game from its .dmg, but not if I copy it to my local filesystem. I am working on getting the build to work under Snow Leopard, but am not there yet. Adding -m32 gives me access to QuickTime, and renaming some of the icon files lets the bundling happen, but the resulting application crashes before it gets anywhere. More updates to come, hopefully.
I now have a build of HEAD from svn working with Snow Leopard and case-sensitive filesystems. Adding -m32 and fixing some strings in the Makefile, resource, and plist files will do the trick. I'll try to put a patch together with that plus a couple version string fixes.
I was reading through the source code to decide what character I wanted to play, and I found some discrepancies among birth.c, files.c, and xtra1.c. In particular, calc_bonuses() from xtra1.c indicates that leprechauns get free action. However, the help text in birth.c doesn't mention this, and the player_flags() function in files.c implies that they don't get free action, but they do get the same traits as fae. V uses a memcpy in player_flags() to avoid having to duplicate code; that might be something worth considering.
Did you really intend to give Leprechauns ten more stealth than any other race? I'm not going to complain about starting off with Godlike stealth.
Also, the flavor text from birth.c indicates that you intended to give Gipsies see invisible (I assume that's what Second Sight means), but the code doesn't agree.
Awesome, someone that reads code AND finds inconsistenties !
In SVN, changed the following :
* Gipsies now do get second sight ( see invis ) at clevel 15
* Leprechauns should not get their speed bonus, just Fae
* Leprechauns keep god stealth
* bonus calculation now matches player flags
I need to check out the memory copy thing, not sure it can be applied to Hellband.
How do you get a case-sensitive file system with Snow Leopard ?
I chose to when I upgraded my machine. I come from a UNIX background and wanted a case-sensitive file system. It seems that certain things make certain assumptions otherwise, though.
I have the double whammy of Snow Leopard and a case-sensitive file system. I can run the published version of the game from its .dmg, but not if I copy it to my local filesystem. I am working on getting the build to work under Snow Leopard, but am not there yet. Adding -m32 gives me access to QuickTime, and renaming some of the icon files lets the bundling happen, but the resulting application crashes before it gets anywhere. More updates to come, hopefully.
Wow, that is the weirdest thing..
How do you get a case-sensitive file system with Snow Leopard ?
I have the double whammy of Snow Leopard and a case-sensitive file system. I can run the published version of the game from its .dmg, but not if I copy it to my local filesystem. I am working on getting the build to work under Snow Leopard, but am not there yet. Adding -m32 gives me access to QuickTime, and renaming some of the icon files lets the bundling happen, but the resulting application crashes before it gets anywhere. More updates to come, hopefully.
I was reading through the source code to decide what character I wanted to play, and I found some discrepancies among birth.c, files.c, and xtra1.c. In particular, calc_bonuses() from xtra1.c indicates that leprechauns get free action. However, the help text in birth.c doesn't mention this, and the player_flags() function in files.c implies that they don't get free action, but they do get the same traits as fae. V uses a memcpy in player_flags() to avoid having to duplicate code; that might be something worth considering.
Did you really intend to give Leprechauns ten more stealth than any other race? I'm not going to complain about starting off with Godlike stealth.
Also, the flavor text from birth.c indicates that you intended to give Gipsies see invisible (I assume that's what Second Sight means), but the code doesn't agree.
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