NPP thoughts

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  • Philip
    replied
    Originally posted by Derakon
    Okay, bug: if you try to swap in a piece of gear from the ground when your inventory is full, you get the message "You are unable to take off X", where X in the item currently occupying the slot. Then the item you tried to equip is equipped, and the original item vanishes entirely, as if it were destroyed (haven't tried on an artifact though).

    * A service to buy WoR scrolls would be nice.
    * I was fighting a Dreadmaster standing in a wall while his buddy the Ghost was standing next to him in an open tile, and the health bar kept showing the Ghost's health instead...I think.
    On the first point, I can verify it. I think of it as a funny feature.
    Second point I think is good.
    Third I am assuming that the Ghost hit you last, and that you are assumed to be in combat with it. At least I think so.

    Leave a comment:


  • Derakon
    replied
    Okay, bug: if you try to swap in a piece of gear from the ground when your inventory is full, you get the message "You are unable to take off X", where X in the item currently occupying the slot. Then the item you tried to equip is equipped, and the original item vanishes entirely, as if it were destroyed (haven't tried on an artifact though).

    * A service to buy WoR scrolls would be nice.
    * Disturbance seems to be weird with respect to telepathy -- I'm getting disturbed when ghosts move around even though I have "disturb whenever any visible monster moves" turned off. What's going on here? This is unfortunately quite annoying when I'm trying to dig into a vault...or rest...
    * Using the recharge-item service at the magic store on my staff of speed with 1 charge caused it to become un-ID'd, but using it on my staff of destruction with 0 charges did not.
    * Walls covered with vines seem to be very difficult to dig through, even compared to granite.
    * Eol's description has a bug: "This creature, and is native to forests, and moves very quickly." Probably has something to do with the terrain nativity.
    * I was fighting a Dreadmaster standing in a wall while his buddy the Ghost was standing next to him in an open tile, and the health bar kept showing the Ghost's health instead...I think.
    * Time traps? That's just mean. Especially when they're standing way down a corridor...
    * Chests that are destroyed by explosive devices are not auto-squelched.
    * Cursed ammo wielded to the quiver can be destroyed.

    Leave a comment:


  • Derakon
    replied
    Okay, I've put the save for the flickering wall issue up here. And it's good to hear that some of my gripes are known and fixed or to-be fixed.

    More thoughts!

    * You should probably not be given quests for treasure pits. Just sayin'. I got two artifact cloaks and three ego-items off that one, plus newfound vitality from the guild and 18351 AU from all the treasure drops.
    * Lotho Pimple's drop seems overly generous; I got three items from him, one excellent. His small arrows don't seem to do any damage, though it could be I was just regenerating too quickly to notice them.
    * Typo in the terrain docs: "In all instances below, creatures whoare actively flying..."
    * The terrain docs talk about dying instantly in certain terrains, which sounds a bit harsh. I'm assuming that they merely do heavy elemental damage...
    * It seems a bit wrong that creeping diamond gems are more dangerous (thanks to their ludicrously high AC) than creeping adamantite coins are. On that note, using a Staff of Sleep Monster to purposefully wake up the entire treasure pit was perhaps not the smartest thing I've ever done...stupid fast poisonous monsters with too much AC. I'll grant this is going back on my previous point earlier, but on the flipside this was looking like another hilariously lucrative quest until I woke everything up.
    * I like the fact that pits can have multiple entrances. Really reduces the "stand at the entrance and hold attack" problem.
    * Destruction seems to show up quite early -- I found both a staff and a scroll by 1050'.
    * You have a distinct TMJ problem compared to Vanilla. The number of junk ego items I'm carrying back is moderately insane, and as noted I'm only at 1050'. I'm going to start squelching all but artifacts pretty soon at this rate.
    * Personally, I don't like how the monster memory immediately latches onto a new monster in LOS as soon as you kill the previous monster. I like being able to look at the memory of the monster I just killed.
    * ...you appear to have significantly upped the chances of vaults appearing. Okay. Wow. I haven't seen a Curlicues vault in ages. The ranged traps make vaults considerably nastier, too.
    * Chests may be a bit too good as it stands. Even small chests generate lots of items, and the items tend to be high-quality. Particularly, I just opened a Chest of Stat Potions. And later found a chest with two Potions of Life. Hello.
    * Incredibly minor: standing on two rings of resist cold, I squelched the first, and then the second was still visible.
    * Hm, your object generation algorithm is cruel. Two rings of speed, both cursed. Why?
    * The "newfound vitality" reward doesn't get displayed when I receive it at the guild. I have to look in the message history to see it.

    All in all, this is pleasantly reminding me of the Zangband days. It could use a bit less Monty Haul (or else some nastier monsters) but otherwise I'm getting a nice high-power vibe from it.

    Leave a comment:


  • nppangband
    replied
    Originally posted by Derakon
    I downloaded the source for NPPAngband, did 'make -f Makefile.osx', and rolled up a dwarf warrior. Here's my thoughts so far:

    * I asked for a quest right off and got 10 Lost Souls at 50'. Now, it's not like they pose any significant threat to me (Wisdom? Who needs that?), but blindly stumbling around trying to kill 10 invisible monsters is a bit of a pain...
    I liked the suggestion to move the first quest to 100'. Snice most people just quit and re-roll a new character if they get a bad quest at 50'.

    Originally posted by Derakon
    * I'm used to being able to just hit enter to confirm buying/selling items (e.g. "dm<enter>" to sell the item in slot m), so requiring me to actually hit 'y' is jarring.
    * Likewise, it'd be nice if <escape> were accepted as an analog for "no"



    The store interface is universally hated and I am working to fix it right now. I should have a better version out in a couple days in beta-3.


    Originally posted by Derakon
    * Prompting for pickup selection when there's only one item on the floor is pointless, especially since I have "prompt before picking things up" turned off.
    * Likewise, informing me that there are no items left on the floor doesn't seem necessary.
    I wrote a completely new object pickup system,a nd I am still working out the quirks.

    Originally posted by Derakon
    * Not all accents display correctly. For example, the Dunedain on the birth screen
    It all worked fine, but now I am noticing some are broken again (Diego's last name on the spash screen as well). I will look into this.

    Originally posted by Derakon
    * I got a quest for lemures, and after fulfilling the quest conditions, there were still more lemures left to kill. Intended?
    This can happen with quests for group monsters. It seems rather harmless, so I haven't done anything about it.

    Originally posted by Derakon
    * It seems a bit odd that elvish walls don't light themselves up.
    They should. This must be a bug.

    Originally posted by Derakon
    * I encountered a random flickering granite wall (savefile available if desired)
    Yes, please send me the savefile. That shouldn't happen.

    Originally posted by Derakon
    * A Scroll of Recharging added only 2 charges to a Staff of Perception. Intended? Also, Staves of Perception seem to be a bad deal currently -- they cost more per-charge than scrolls of Identify do.
    Good point. I will check it out.

    Originally posted by Derakon
    * Object detection (and other detections?) appears to detect every object that fits onto the window; thus, expanding your main window increases the power of these spells.

    The Angband limited detection range is the next thing on my to-do list.

    Originally posted by Derakon
    * When I destroyed an un-ID'd Ring of Searching, it auto-ID'd in the process. Intended?
    No, but I think I already fixed this for Beta-3. If not, I will.

    Originally posted by Derakon
    * I find it interesting that my character automatically knows the flavors of items he sees in stores. At least, I'm assuming that's why I haven't had to ID various flavored items...
    Yes, that's intentional. That's my attempt to reduce ID tedium.

    Thanks for the feedback & observations. I am glad you are enjoying it.

    Leave a comment:


  • ewert
    replied
    Originally posted by Derakon
    * I asked for a quest right off and got 10 Lost Souls at 50'. Now, it's not like they pose any significant threat to me (Wisdom? Who needs that?), but blindly stumbling around trying to kill 10 invisible monsters is a bit of a pain...
    God I hated 50' quests when I played NPP. Should really be hardcoded to start at 100', not 50'...
    * I like the "automatically inscribe all X with this inscription" prompt after you inscribe something.
    This is definitely something that Vanilla should steal ASAP.
    * Object detection (and other detections?) appears to detect every object that fits onto the window; thus, expanding your main window increases the power of these spells.
    Old game mechanics, hehe, I used to switch to smallest font and enlarge window so could detect whole level with 1 spell/scrolls.

    Leave a comment:


  • Derakon
    started a topic NPP thoughts

    NPP thoughts

    I downloaded the source for NPPAngband, did 'make -f Makefile.osx', and rolled up a dwarf warrior. Here's my thoughts so far:

    * I asked for a quest right off and got 10 Lost Souls at 50'. Now, it's not like they pose any significant threat to me (Wisdom? Who needs that?), but blindly stumbling around trying to kill 10 invisible monsters is a bit of a pain...
    * I'm used to being able to just hit enter to confirm buying/selling items (e.g. "dm<enter>" to sell the item in slot m), so requiring me to actually hit 'y' is jarring.
    * Likewise, it'd be nice if <escape> were accepted as an analog for "no"
    * I like the "automatically inscribe all X with this inscription" prompt after you inscribe something.
    * On the flipside, the message explaining the 's' option when destroying objects is a bit awkward.
    * Prompting for pickup selection when there's only one item on the floor is pointless, especially since I have "prompt before picking things up" turned off.
    * Likewise, informing me that there are no items left on the floor doesn't seem necessary.
    * Not all accents display correctly. For example, the Dunedain on the birth screen
    * I got a quest for lemures, and after fulfilling the quest conditions, there were still more lemures left to kill. Intended?
    * It seems a bit odd that elvish walls don't light themselves up.
    * I encountered a random flickering granite wall (savefile available if desired)
    * I like how monsters flee past other monsters when frightened.
    * A Scroll of Recharging added only 2 charges to a Staff of Perception. Intended? Also, Staves of Perception seem to be a bad deal currently -- they cost more per-charge than scrolls of Identify do.
    * While looking doesn't extend out of line of sight, if you switch to targeting mode, you can still look around at things your character can't actually see.
    * Object detection (and other detections?) appears to detect every object that fits onto the window; thus, expanding your main window increases the power of these spells.
    * I like that monsters automatically drop all their items in a stack instead of spilling them all over the dungeon.
    * When I destroyed an un-ID'd Ring of Searching, it auto-ID'd in the process. Intended?
    * I find it interesting that my character automatically knows the flavors of items he sees in stores. At least, I'm assuming that's why I haven't had to ID various flavored items...

    Okay, I think that's more than enough for now. So far, so good...
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