[announce] Sangband 1.0.1 released

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  • camlost
    replied
    Originally posted by Bostock
    - Reaching 100% power makes you unable to restore your skills by spending XP: attempting to do so gets the "you need no more practice" message.

    Fixed in r134

    Leave a comment:


  • ekolis
    replied
    Speaking of infravision issues, is it intentional that Sense Blood has the side effect of increasing your mapping radius (since it increases infravision, which now does mapping of dungeon terrain)?

    Leave a comment:


  • Bostock
    replied
    Originally posted by Mikko Lehtinen
    Hey Joshua,

    Now I have to test whether shadowstalking has become *too* easy. The game is less interesting if shadowstalkers can just keep their light off all the time. It's important to keep the tactical choice in the game.

    Mikko
    After spending some time running a necroburglar yesterday, I have to say it's pretty much OK. Not counting the increased fail rate and the restricted scroll choices, which are usually more inconvenient than dangerous, there are still some real dangers to running around in the dark. Maybe it will change with massive Perception, but for now no light means no detection for jellies in the dark. And without telepathy it also means no detection of undead. There are other cold-blooded dangers too, but these are the two biggies, and I think they're enough - personally, I'm not going to run around with my lantern off by default anymore.

    Leave a comment:


  • camlost
    replied
    Originally posted by Bostock
    It is still possible to sell stuff to stores by default, it's just that they don't give you money (but they still ID the item... useful for scrolls of detect invisible, trap creation, etc.).
    This is by design. It allows for ID of stuff if you're willing to buy it back. But mostly it doesn't really seem to matter one way or the other.

    Leave a comment:


  • camlost
    replied
    Originally posted by Bostock
    ...
    ...Jeezus. You can say that again. Start half-troll, raise only clubbing, enter dungeon, find armor piece, wear, get immediate full ID as per high-Perception pre-r129 OoI character. Is it really meant to be *this* much stronger?
    It is *quite* a bit stronger. I'm guessing that these numbers need tweaking, but I haven't had the time to play through the game with a few characters to get a good feel.

    You won't get nearly as many IDs if you're not wielding items. Wielding makes sensing more likely, which also makes it more likely to become full ID. You'll need to wear items to get full ID if you're not OoI. I think if a character is willing to wield an item, maybe it's ok if they get full ID. I'm sure I'll be revisiting at least the numbers here at some point, maybe soon.

    You certainly won't ID all items worn off the bat, especially as you get deeper. Object drop level now plays a factor in success.

    Leave a comment:


  • Bostock
    replied
    It is still possible to sell stuff to stores by default, it's just that they don't give you money (but they still ID the item... useful for scrolls of detect invisible, trap creation, etc.). If this is by design, there's still a minor bug involved: when you sell a worthless item, you get the complaining-shopkeeper message, even though they didn't pay anything for your item so there's not really anything to complain of.

    I'd think that ideally, if purchase-for-zero-gold is retained, the messages would be reworked entirely, to something like "I can't buy this from you, but if you give it to me for free, I'll tell you what it is."

    Leave a comment:


  • Bostock
    replied
    Originally posted by camlost

    Noteable changes from [1.0.1.107] to [1.0.1.129]
    ------------------------------------------
    • ...
    • Wargear should be more easily and powerfully (pseudo)identified.
    ...

    ...Jeezus. You can say that again. Start half-troll, raise only clubbing, enter dungeon, find armor piece, wear, get immediate full ID as per high-Perception pre-r129 OoI character. Is it really meant to be *this* much stronger?

    Leave a comment:


  • Bostock
    replied
    They're dropping, they're just really rare. Not sure their numbers in Ironman would be enough to count, and not sure they really matter outside of Ironman (without them you just carry more extras on top of any theft insurance, as usual). But, they're dropping.

    Leave a comment:


  • camlost
    replied
    Originally posted by Bostock
    A couple of bugs I've encountered in !.0.1.117:
    - AFAICT fireproof books stack with non-fireproof, with the trait present in your backpack trumping the one not present.
    Can you confirm that fireproof books are dropping? I haven't seen one drop yet.

    Leave a comment:


  • camlost
    replied
    Originally posted by Bostock
    - AFAICT fireproof books stack with non-fireproof, with the trait present in your backpack trumping the one not present.
    Fixed in r131.
    - Activating the Palantir crashes the game. In the game's defense, though, the description *does* say "full [spoiler] - at grave risk."
    (Reproducible within the same save, happened on XP).
    Can you send me the savefile? (middendorfproject@gmail.com)
    Also one thing that I can't tell whether it's a bug or a feature, and may be different in the latest build anyway:
    - Reaching 100% power makes you unable to restore your skills by spending XP: attempting to do so gets the "you need no more practice" message.
    Yes, this is a bug.

    Leave a comment:


  • Bostock
    replied
    A couple of bugs I've encountered in !.0.1.117:

    - AFAICT fireproof books stack with non-fireproof, with the trait present in your backpack trumping the one not present.
    - Activating the Palantir crashes the game. In the game's defense, though, the description *does* say "full [spoiler] - at grave risk."
    (Reproducible within the same save, happened on XP).

    Also one thing that I can't tell whether it's a bug or a feature, and may be different in the latest build anyway:
    - Reaching 100% power makes you unable to restore your skills by spending XP: attempting to do so gets the "you need no more practice" message.
    Last edited by Bostock; October 10, 2010, 20:06.

    Leave a comment:


  • camlost
    replied
    Originally posted by ekolis
    Say, is it just my lack of skill in playing Angband, or are ingredients for weaponsmithing and the like way too hard to come by? I spend a ton of skill points getting the skill, and now I have no ingredients to use! Maybe there should be a shop which sells raw materials?
    Are you talking about components (copper, bronze, etc.) or essences for infusion (acid, fire, cold, nexus, protection, etc.)?

    If you're talking about the first, you will eventually find some. They're relatively uncommon, and with good reason. Most of the time you craft it'll be better than an ego item, so they're relatively uncommon; you should still find them occasionally. If you want essences, you need to raise infusion in order to find them and use them.

    Leave a comment:


  • ekolis
    replied
    Say, is it just my lack of skill in playing Angband, or are ingredients for weaponsmithing and the like way too hard to come by? I spend a ton of skill points getting the skill, and now I have no ingredients to use! Maybe there should be a shop which sells raw materials?

    Leave a comment:


  • camlost
    replied
    I suspect that Staff of Trap Location is accidentally missing easy_activate? All the other detection staves have that, and so does Rod of Trap Location.
    Indeed, though given the formula currently used, it won't actually have any effect. It's fixed in current now. Thanks.

    Leave a comment:


  • Mikko Lehtinen
    replied
    Hello,

    I suspect that Staff of Trap Location is accidentally missing easy_activate? All the other detection staves have that, and so does Rod of Trap Location.

    Mikko

    Leave a comment:

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