[announce] Sangband 1.0.1 released
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That aspect occurred to me too - I for one would for this reason also consider it at least a semi-solution to remove the indicator... I suppose it's nice as a reminder if you don't obsessive check for new spells like me, but it's also more information competing for attention.So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.Comment
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If you're still looking for ideas & suggestions, there are two things in Sangband that I find really annoying and make me want to stop playing:
Hagging in shops, and curses on items that can't be detected even by *identify*.
Now, I can understand the design decisions behind the second one, even if I don't agree with them, but it seems like haggling just adds annoyance and wastes time without actually adding anything interesting to the game.
With regards to curses in general, maybe it's time they were overhauled to include something other than just the standard light/heavy 'sticky' curse; FA seems to have some good ideas.
This could in turn make the necromancer spell 'Thaumacurse' more interesting and useable, and maybe even open up the possibility of other spells or talents that draw power from cursed equipment.Comment
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Haggling in shops can be turned off. However, I agree that it should be turned off by default. I also seem to recall a small amount of sell-haggling occurring anyway, but I may be wrong, and no-sell is default now, so whatever.
Speaking of defaults, maybe discount stacking should be default, since with no-sell it's a no-brainer?So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.Comment
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Regarding the infravision issue, it eventually went away, but only after I cast Sense Blood to see if it would jump to 12-square infravision (it didn't, remained at 7), and that spell expired... Does the potion just grant infravision for a very long duration?You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!Comment
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If you're still looking for ideas & suggestions, there are two things in Sangband that I find really annoying and make me want to stop playing:
Hagging in shops, and curses on items that can't be detected even by *identify*.
Now, I can understand the design decisions behind the second one, even if I don't agree with them, but it seems like haggling just adds annoyance and wastes time without actually adding anything interesting to the game.
With regards to curses in general, maybe it's time they were overhauled to include something other than just the standard light/heavy 'sticky' curse; FA seems to have some good ideas."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Hagging in shops, and curses on items that can't be detected even by *identify*.
Hidden curses are ... hidden. Maybe *ID* should reveal them.
Hi, nice to see sangband isn't over.I compiled the sdl version(from svn) on linux and it segfaults, don't know why, angband is working fine... but i need sang!
Speaking of defaults, maybe discount stacking should be default, since with no-sell it's a no-brainer?
Regarding the infravision issue, it eventually went away, but only after I cast Sense Blood to see if it would jump to 12-square infravision (it didn't, remained at 7), and that spell expired... Does the potion just grant infravision for a very long duration?
With regards to curses in general, maybe it's time they were overhauled to include something other than just the standard light/heavy 'sticky' curse; FA seems to have some good ideas.a chunk of Bronze {These look tastier than they are. !E}
3 blank Parchments (Vellum) {No french novels please.}Comment
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Hidden curses got some boost recently (svn only). I definately plan on making more interesting curses at some point. I'll look at FA sometime in the future.
That kind of curse is actually worse than ordinary sticky curse. If you pick it up you are screwed right there, but not completely. First few are no issue, but once they start to pile up you have major problems.Comment
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Segfault
Hmmm... I'm compiling it just fine on linux without segfault for me. When does it segfault? Are you using Makefile.sdl?
Possibly there's something wrong on my end, but not seeing any issues with other programs on my system it's hard to isolate the problem.I have allready rebuild all the SDL packages and ncurses.Thank you for the attention.Comment
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camlost, yes i'm using "make -fMakefile.sdl install".It segfaults right after "./sangband".Also the curses version dies silently after flashing the splash screen.
Possibly there's something wrong on my end, but not seeing any issues with other programs on my system it's hard to isolate the problem.I have allready rebuild all the SDL packages and ncurses.Thank you for the attention."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Hello,
I've been playing for a while now, no new bugs to report, and the biggest old ones are fixed.
My character is a no-oath elf with the following skills: Spellcasting, Mana, Nature Lore, Bow, Karate, Dodging, and Spell Resistance. Some observations on gameplay:
- I agonized over whether to take Stealth or Dodging. Dodging was a right choice, as it has already saved my life many times. Dodging is much more fun now, as I don't have to collect loot to sell. I think the power level is just right. I optimized my skills so that I wouldn't need a heavy kit. Nature Magic comboes well with Dodging, as you don't have to carry food or shovel.
- Bill Ferny dropped Leather Gloves of Slaying (+6, +4). I have no idea whether these boost my karate?
- I stopped taking quests for a while, because they slow me down, lower my score, and force me to spend time on boring, shallow levels. The game shouldn't reward slow descending. Maybe quests should have a minimum dungeon level based on player power?
- I like the wise Elves. Elf Druids are fun. I think my elven clerics will be archers, too. I guess clerics get the normal penalties for archery, 1/6 for no-oath casters and 1/3 for oathed casters?Comment
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Okay, digging the source.
So, just putting points in spellcasting reduces all melee skills, but it doesn't reduce ranged combat ability. Good to know.Comment
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I've been playing elves almost exclusively. I like them a lot, but there's one thing that is bugging me: at the moment karate is so cheap that it is an obvious choice.
For clerics karate is even more obvious. I feel that elf clerics have an unfair edge (lesser penalties to karate) when compared to druids. Elf rangers should be boosted a bit by giving them a cheaper access to swordmanship.
I suggest that all melee weapon skills are improved by one, to sword 10, polearm 11, clubbing 12.Comment
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