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  • BullCityFats
    Rookie
    • Nov 2010
    • 8

    #61
    Originally posted by UniqueName
    If you're using 129 try using 169. That will at least eliminate the SendMessage bug. You can get it from http://code.google.com/p/skills-angband/
    Well sunufabitch, it works. Yeehaw.

    Comment

    • BullCityFats
      Rookie
      • Nov 2010
      • 8

      #62
      Dwarf Stat Adjustment Bug?

      Okay, a quick search didn't reveal this being mentioned before. Seems the dwarf is supposed to get a +2 to Wis but instead gets a +2 to Int.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #63
        Intentional, though the documentation might not have been updated. Elves are wise and dwarves are smart, unlike in most games.

        Comment

        • camlost
          Sangband 1.x Maintainer
          • Apr 2007
          • 523

          #64
          Originally posted by Derakon
          Intentional, though the documentation might not have been updated. Elves are wise and dwarves are smart, unlike in most games.
          Most of the documentation is updated, where did you notice the omission? It may or may not be fixed. It's definitely fixed in the race help file, and both manuals in the equivalent section.
          a chunk of Bronze {These look tastier than they are. !E}
          3 blank Parchments (Vellum) {No french novels please.}

          Comment

          • camlost
            Sangband 1.x Maintainer
            • Apr 2007
            • 523

            #65
            Originally posted by hitchi
            A Gruesome software bug LEAPS out at you!
            Panic Save succeeded!

            Every time i cast Sound Blast.
            Fixed in r203. I was dividing xp by power, which is the hinder power, not the player power. Hinder power of 0 is guaranteed hindrance... Usually the compiler points those errors out.
            a chunk of Bronze {These look tastier than they are. !E}
            3 blank Parchments (Vellum) {No french novels please.}

            Comment

            • BullCityFats
              Rookie
              • Nov 2010
              • 8

              #66
              Originally posted by camlost
              Most of the documentation is updated, where did you notice the omission? It may or may not be fixed. It's definitely fixed in the race help file, and both manuals in the equivalent section.
              It's in the manual.txt file in the docs folder in 1.0.1.169, in the table of racial stat adjustments.

              Comment

              • NotMorgoth
                Adept
                • Feb 2008
                • 234

                #67
                Something that has been discussed either here or on the earlier thread is increasing the elf's cost for karate to 9 and reducing their swordsmanship. At present, the race documentation shows them with 8 for karate.

                However, a look at tables.c seems to indicate they already have 9 rather than 8, and this change goes back at least as far as the unofficial beta, so I am assuming there is an error either in the manual or in tables.c. (Apologies if I have misunderstood this, as I really don't understand coding..)

                Anyway, I'm going to go ahead and argue in favour of leaving elves with 8 for karate (or changing it to 8 if necessary.)

                Essentially, this is because there are already very few races that are good at karate; only elves and high elves have a cost lower than 10, and of those that are better at karate than other melee fighting styles, nearly all are generally bad in melee and/or have low HP ( eg elf, hobbit, gnome.)

                This is in contrast to wrestling, for which a number of races have a good cost, and most of them are generally strong fighters and have high HP, eg dwarf, giant, half troll.

                Comment

                • camlost
                  Sangband 1.x Maintainer
                  • Apr 2007
                  • 523

                  #68
                  Originally posted by NotMorgoth
                  However, a look at tables.c seems to indicate they already have 9 rather than 8, and this change goes back at least as far as the unofficial beta, so I am assuming there is an error either in the manual or in tables.c. (Apologies if I have misunderstood this, as I really don't understand coding..)
                  Your reading of the code is correct, elves have had a proficiency of 9 for a while now. I'll consider making them better at karate.
                  a chunk of Bronze {These look tastier than they are. !E}
                  3 blank Parchments (Vellum) {No french novels please.}

                  Comment

                  • LostTemplar
                    Knight
                    • Aug 2009
                    • 670

                    #69
                    I am new to SAngband, and have a few questions.
                    1) Is there any way to suicide in Windows version ? ^C not working.
                    2) how much wrestling do I need to actually dig, and how much perception to actually search as a half troll ?
                    Have already lost about dozen characters to inability to find stairs, it becomes a bit boring now.

                    Comment

                    • camlost
                      Sangband 1.x Maintainer
                      • Apr 2007
                      • 523

                      #70
                      Originally posted by LostTemplar
                      I am new to SAngband, and have a few questions.
                      1) Is there any way to suicide in Windows version ? ^C not working.
                      2) how much wrestling do I need to actually dig, and how much perception to actually search as a half troll ?
                      Have already lost about dozen characters to inability to find stairs, it becomes a bit boring now.
                      (note, he's playing ironman)
                      1) Not without code changes.
                      2) It looks like you get the first point of tunnelling at 17, and the second at 50.

                      I would try to keep perception = power with half troll ironman warrior. Perhaps half that with a more skilled race. Why not carry around _DoorDetect? They're pretty common and well-charged. Of course, if you're losing them in the first 5 levels... there's not a lot to do about that.
                      a chunk of Bronze {These look tastier than they are. !E}
                      3 blank Parchments (Vellum) {No french novels please.}

                      Comment

                      • LostTemplar
                        Knight
                        • Aug 2009
                        • 670

                        #71
                        Detect doors is nice, I spend all my initial money on it now, used to by food & light sources before but it seems wrong. Low perception is useless anyway, but getting 17 in wrestling asap seems good idea. Still miss suicide button badly.
                        Last edited by LostTemplar; November 20, 2010, 19:01.

                        Comment

                        • NotMorgoth
                          Adept
                          • Feb 2008
                          • 234

                          #72
                          My (few) ironman experiences ended in the same way - dying due to being trapped without being able to find doors.

                          I guess I'm not really attuned to the different style of play required for ironman, as I rarely get perception in the early game, only really using it if I think I want to get the Sense Area talent to save an inventory slot later.

                          Comment

                          • LostTemplar
                            Knight
                            • Aug 2009
                            • 670

                            #73
                            Even if character is already in water, he refuses to swim due to heavy load, imho this is not good and should be fixed.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #74
                              Originally posted by LostTemplar
                              Even if character is already in water, he refuses to swim due to heavy load, imho this is not good and should be fixed.
                              You would prefer that pickup didn't work in water?? That seems to be the solution you're implying.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • LostTemplar
                                Knight
                                • Aug 2009
                                • 670

                                #75
                                It is not about pickup, but about teleport. Let character swim to the edge of water pool, or kill him instantly (or maybe just damage over time) by drowing.

                                Comment

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