FAangband 0.3.0

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Nick
    replied
    Originally posted by Seany C
    Hmm, several more crashes -they seem to be linked to attempting to move using the "." plus direction key for movement... would an emailed savefile help, Nick?
    Yes, it would. I'm currently bug hunting, with the intent of releasing 0.3.1 fairly soon as pretty much just a bugfix.

    Leave a comment:


  • Seany C
    replied
    Hmm, several more crashes -they seem to be linked to attempting to move using the "." plus direction key for movement... would an emailed savefile help, Nick?

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    Jewelery:

    Was very pleased to see the higher speed on rings of warfare! Is it a bigger range or can the pval get as high as speed rings? Does the same apply to Eregion?
    It's just a bigger range, and it's the warfare ones only.

    Randart jewelery is a fantastic addition. The stuff I found with resistances seemed to have a bias towards the base elements - is that the case?
    The best ones are.

    The 'rings of power' could be spotted a mile off as they appear as a Silver ring [15] for example and then when id'd they have [15,0] like a piece of armour. Shouldn't the AC benefit be treated like Elessar and end up id'd as [+15]?
    Yes, that's one bug I've already fixed.

    Randarts:

    I noticed that most randart weapons were of a higher quality than before. I found a 1d13 Main Gauche and a 1d17 Sabre. They were both fantastic weapons, but I couldn't ignore the +10 speed of Ringil... Didn't find any usefuly randart armour for once (also seemed slightly thin on the ground). Found about three or four pairs of randart boots - none very useful ones either, but a strange statistic all the same! No randart cloaks showed up and the only gloves I found were cursed. Were there less randarts around because of the jewelery or perhaps the increased power of the randarts has made them rarer? If the latter then it may be worth changing the depth or rariry equation a little...?
    There is the same number of randarts, so fewer non-jewelery items. I have cut the number of weapons a bit, too, so there should be proportionally more armour, although which types is a lottery. And yes, they are a bit more powerful, and that will affect the rarity.

    Percentage resists:

    I like the new system. It means immunity is now just that and you can never totally eliminate damage without it. I also like the vulnerabilities - found a ring with ImmFire and plenty of other benefits, but 20% vulnerability to Nether. Interesting compromise when you only have one source of rNether already.
    Good. I plan to have more double-edged items.

    Must say that I think an Amulet of Acid with a vulnerability to acid should be cursed though!
    They're now worthless but not cursed.

    Leave a comment:


  • Psi
    replied
    Some thoughts on v030...

    Jewelery:

    Was very pleased to see the higher speed on rings of warfare! Is it a bigger range or can the pval get as high as speed rings? Does the same apply to Eregion?

    Randart jewelery is a fantastic addition. The stuff I found with resistances seemed to have a bias towards the base elements - is that the case?

    The 'rings of power' could be spotted a mile off as they appear as a Silver ring [15] for example and then when id'd they have [15,0] like a piece of armour. Shouldn't the AC benefit be treated like Elessar and end up id'd as [+15]?

    Randarts:

    I noticed that most randart weapons were of a higher quality than before. I found a 1d13 Main Gauche and a 1d17 Sabre. They were both fantastic weapons, but I couldn't ignore the +10 speed of Ringil... Didn't find any usefuly randart armour for once (also seemed slightly thin on the ground). Found about three or four pairs of randart boots - none very useful ones either, but a strange statistic all the same! No randart cloaks showed up and the only gloves I found were cursed. Were there less randarts around because of the jewelery or perhaps the increased power of the randarts has made them rarer? If the latter then it may be worth changing the depth or rariry equation a little...?

    Percentage resists:

    I like the new system. It means immunity is now just that and you can never totally eliminate damage without it. I also like the vulnerabilities - found a ring with ImmFire and plenty of other benefits, but 20% vulnerability to Nether. Interesting compromise when you only have one source of rNether already.

    Must say that I think an Amulet of Acid with a vulnerability to acid should be cursed though!

    I have some specific thoughts on Ents and Druids but I'll post that in another thread.

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    Just took a pathway from SV28 to SV30 and started in permanent wall next to the river...
    Current bugfixing as at 13 fixed, 4 dubious (can't verify or need further checking), 9 to be fixed. That's one of the nine.

    Leave a comment:


  • Psi
    replied
    Just took a pathway from SV28 to SV30 and started in permanent wall next to the river...

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    Ah yes - I have four arts all at the start! I assume all the 'Did some stuff' messages are you fixing it before?


    I nearly always id on the ground so this will hit me a lot.
    This is probably why turn 1 kept appearing in the 023 notes, too. It will be easy enough to fix now I've tracked it down; I should be able to prevent any more crashes fairly easily, too.

    Leave a comment:


  • Psi
    replied
    Originally posted by Nick
    Should be immediate. It's possible that it's at the start at turn 1 (small bug - if you ID stuff on the ground, it doesn't set the turn right).
    Ah yes - I have four arts all at the start! I assume all the 'Did some stuff' messages are you fixing it before?

    I nearly always id on the ground so this will hit me a lot.

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    Oh I see, it is part of my notes. When does this get updated? I've just Id'd the Mormegil armour but it is not it my notes yet.
    Should be immediate. It's possible that it's at the start at turn 1 (small bug - if you ID stuff on the ground, it doesn't set the turn right).

    Leave a comment:


  • Psi
    replied
    Originally posted by Psi
    Btw how do I access my notes in the new version?
    Oh I see, it is part of my notes. When does this get updated? I've just Id'd the Mormegil armour but it is not it my notes yet.

    Leave a comment:


  • Psi
    replied
    Originally posted by Nick
    Beats me. I'll put some paranoid checks in the next version, but this is really irritating. Had you stopped and started at all between starting to use the "fixed" savefile and the crash?
    No, I just played until it crashed.

    Btw how do I access my notes in the new version?

    Leave a comment:


  • Nick
    replied
    Beats me. I'll put some paranoid checks in the next version, but this is really irritating. Had you stopped and started at all between starting to use the "fixed" savefile and the crash?

    Leave a comment:


  • Psi
    replied
    It has just happened again...

    Why is it just me?

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    I'm sorry to say that it is a brand new one (played one other char before this one). I started from scratch with my new laptop.
    OK. The thing that causes the crash is that the first entry or two of the notes are corrupted - I've found one cause for that, but it looks like there may be another.

    Leave a comment:


  • Psi
    replied
    Originally posted by Nick
    OK, fixed savefile returned. It looks like the notes bug that was supposedly fixed - what's the history of this savefile?
    I'm sorry to say that it is a brand new one (played one other char before this one). I started from scratch with my new laptop.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎