RePosBand: play as a monster in Angbad 3.2

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  • Challtdow
    Rookie
    • Sep 2010
    • 2

    Just started it up and noticed baby gold dragons have a hit die of 0.

    Chall T. Dow

    Comment

    • pampl
      RePosBand maintainer
      • Sep 2008
      • 225

      Are breath weapons too strong? I know they're the main gimmick of dragons and especially hounds, but looking at the numbers they compare quite favorably to mage spells up to mana storm... what say you, RePosBand players? Are breathers too easy?

      Originally posted by Adley
      This is not good news. That's excellent news.
      Edit : hum... help? when double clicking Repos, the application shuts itself. When starting it from the executable, through a terminal, i get a
      Code:
      dyld: unknown required load command 0x80000022
      Trace/BPT trap
      logout
      Is there going to be a compiled OSX version for each new version ?
      I wish I could help, but I don't have access to a Mac and don't really know much about them anyway Sorry. I'll ask Nick if he's willing to be Official Mac Guy for Repos.
      Originally posted by Challtdow
      Just started it up and noticed baby gold dragons have a hit die of 0.

      Chall T. Dow
      Dang it, I thought I had gotten all those. Alright, .6.3.2 is up and it's fixed.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9633

        Originally posted by Adley
        Edit : hum... help? when double clicking Repos, the application shuts itself. When starting it from the executable, through a terminal, i get a
        Code:
        dyld: unknown required load command 0x80000022
        Trace/BPT trap
        logout
        Try 0.6.3, which is up on my RePos repository now - it gives an error if I run from the disk image folder, but it's fine if I copy the reposband app locally.

        Is there going to be a compiled OSX version for each new version ?
        Depends if I can keep up with the maintainer
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Arjen
          Adept
          • Dec 2010
          • 241

          Something I miss is the damage you do when you don't use weapons and what kind of damage(brand/conf/stun). In posband you could see who sharp your claws and teeth were. Can you put that in repos too?

          Comment

          • pampl
            RePosBand maintainer
            • Sep 2008
            • 225

            Originally posted by Adley
            And, on beholder... make them possess antimagic, as in original D&D?
            That could be a little too strong, depending on how it's implemented. OTOH almost all strong spellcasters are strong in melee too and are smart, so it might not be too bad.. would make druj farming very profitable though. I'll look into it after summoning and quests are done.

            Originally posted by Arjen
            Something I miss is the damage you do when you don't use weapons and what kind of damage(brand/conf/stun). In posband you could see who sharp your claws and teeth were. Can you put that in repos too?
            Good call, I'd been meaning to do that but sort of forgot about it.

            Comment

            • AnonymousHero
              Veteran
              • Jun 2007
              • 1393

              Current master crashes almost instantly for me. Here's the backtrace:

              Code:
              Program received signal SIGABRT, Aborted.
              0x00007ffff70eeba5 in raise (sig=<value optimized out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
              64      ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
                      in ../nptl/sysdeps/unix/sysv/linux/raise.c
              (gdb) bt
              #0  0x00007ffff70eeba5 in raise (sig=<value optimized out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
              #1  0x00007ffff70f26b0 in abort () at abort.c:92
              #2  0x00007ffff712843b in __libc_message (do_abort=<value optimized out>, fmt=<value optimized out>)
                  at ../sysdeps/unix/sysv/linux/libc_fatal.c:189
              #3  0x00007ffff71324b6 in malloc_printerr (action=3, str=0x7ffff7202e33 "free(): invalid pointer", 
                  ptr=<value optimized out>) at malloc.c:6283
              #4  0x0000000000465afa in parse_prefs_t (p=<value optimized out>) at prefs.c:1055
              #5  0x0000000000463946 in parser_parse (p=0x863528, line=<value optimized out>) at parser.c:356
              #6  0x0000000000466adb in process_pref_file (name=0x0, quiet=<value optimized out>) at prefs.c:1255
              #7  0x0000000000466bcd in parse_prefs_load (p=0x8621f8) at prefs.c:513
              #8  0x0000000000463946 in parser_parse (p=0x8621f8, line=<value optimized out>) at parser.c:356
              #9  0x0000000000466adb in process_pref_file (name=0x0, quiet=<value optimized out>) at prefs.c:1255
              #10 0x0000000000432575 in init_reposband () at init2.c:3821
              #11 0x000000000041b3bb in play_game () at dungeon.c:1667
              #12 0x000000000049bd79 in main (argc=2, argv=<value optimized out>) at main.c:464
              (That was using "gcc -O0 -g" on a 64-bit Ubuntu 10.10. Since this is the first time I'm trying to get this running, I don't have any prefs files.)

              I'm getting some compilation warnings, but nothing that seem too dangerous, but here they are just for completeness:
              Code:
              attack.c: In function ‘py_attack_real’:
              attack.c:418: warning: assignment discards qualifiers from pointer target type
              In file included from powers.c:18,
                               from cmd0.c:28:
              powers_code.c: In function ‘use_power’:
              powers_code.c:1849: warning: implicit declaration of function ‘summon_specific_pet’
              In file included from powers.c:19,
                               from cmd0.c:28:
              powers_info.c: In function ‘power_info’:
              powers_info.c:520: warning: spurious trailing ‘%’ in format
              powers_info.c:526: warning: spurious trailing ‘%’ in format
              powers_info.c:532: warning: spurious trailing ‘%’ in format
              cmd0.c: At top level:
              powers_strings.h:4: warning: ‘r_info_pwr’ defined but not used
              init2.c: In function ‘parse_p_p’:
              init2.c:2691: warning: assignment discards qualifiers from pointer target type
              object/obj-ui.c: In function ‘show_equip’:
              object/obj-ui.c:269: warning: unused variable ‘in_term’
              object/obj-util.c: In function ‘describe_use’:
              object/obj-util.c:838: warning: ‘p’ may be used uninitialized in this function
              xtra2.c: In function ‘check_experience’:
              xtra2.c:133: warning: implicit declaration of function ‘show_file’
              EDIT: I should also say: I've installed into a directory alongside the source directory, so I have two directories, "reposband" and "reposband-bin". During "configure" I only specified a --prefix option and a CFLAGS.

              Comment

              • Adley
                Adept
                • Feb 2010
                • 185

                Originally posted by Nick
                Try 0.6.3, which is up on my RePos repository now - it gives an error if I run from the disk image folder, but it's fine if I copy the reposband app locally.
                Sadly, same error code.
                For the moment, i'm playin' on an emulator. First things first : are there any help files detailing monster evolution? also, the help files are for Reposband 0.5.3... (as in, name)
                Last edited by Adley; January 16, 2011, 11:09.
                Originally posted by Derakon
                Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9633

                  Originally posted by Adley
                  Sadly, same error code.
                  Weird - it runs for me with no dramas. If you have XCode installed, could you try compiling? It's just
                  Code:
                  make -f Makefile.osx dist
                  from the reposband/src directory.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • emulord
                    Adept
                    • Oct 2009
                    • 207

                    Ok, some balance notes on hounds:

                    Hounds are way too powerful. Hounds are only supposed to be average power level, but right now they're munchiny.


                    Clear hounds:
                    should basically be in between a warrior and a rogue. Right now they're a little too powerful. (too much HP) but they're alright.

                    Light Hounds:
                    Should have *much* less stealth (they're super bright). Probably less HP too.

                    Vibration hounds:
                    Should have "bad" stealth. They're basically emitting sound waves all the time. Also, their breaths should aggro. This would balance them.

                    Overall:
                    Amount of resists is insane (but this is probably okay)!
                    4 rings is probably too much for a hound. It doesnt really make sense to have boots+rings anyway. 2 rings, 1 boots would be fine. Hounds need less slots since they have innate resistances.


                    That's all the races I've played so far. It seems fun, but there needs to be some difficulty in non-munchkin races.

                    Comment

                    • pampl
                      RePosBand maintainer
                      • Sep 2008
                      • 225

                      Originally posted by AnonymousHero
                      Current master crashes almost instantly for me. Here's the backtrace:
                      ...
                      EDIT: I should also say: I've installed into a directory alongside the source directory, so I have two directories, "reposband" and "reposband-bin". During "configure" I only specified a --prefix option and a CFLAGS.
                      That's really weird. Prefs.c line 1055 is just freeing up memory, and isn't something I've touched (or would ever want to). Do you ever get crashing in other variants or is this unique to Repos?
                      Originally posted by emulord
                      Ok, some balance notes on hounds:

                      Hounds are way too powerful. Hounds are only supposed to be average power level, but right now they're munchiny.


                      Clear hounds:
                      should basically be in between a warrior and a rogue. Right now they're a little too powerful. (too much HP) but they're alright.

                      Light Hounds:
                      Should have *much* less stealth (they're super bright). Probably less HP too.

                      Vibration hounds:
                      Should have "bad" stealth. They're basically emitting sound waves all the time. Also, their breaths should aggro. This would balance them.

                      Overall:
                      Amount of resists is insane (but this is probably okay)!
                      4 rings is probably too much for a hound. It doesnt really make sense to have boots+rings anyway. 2 rings, 1 boots would be fine. Hounds need less slots since they have innate resistances.


                      That's all the races I've played so far. It seems fun, but there needs to be some difficulty in non-munchkin races.
                      Cool, thanks for the feedback. Clear hounds actually have less HP than most rogues do, but I wouldn't have a problem with reducing it a little further - the player only plays as them for 7 levels, after all.

                      I don't have a problem with reducing light hounds stealth if you think it'll make them better balanced, but I don't want to do it if it's just for "game logic" reasons, though, because game logic also says that waving bright lights in front of sleeping monsters' faces doesn't wake them up- only flashes of light do.

                      I really like the idea of sound causing aggro- stunning is absurdly strong in the early game, and sound is the most reliable early source of it. Impact hounds will still probably be very strong, but I don't mind if there's some difference in power among hounds as long as it isn't ridiculous. I do agree with your game logic justification of vibration hounds having less stealth so I'll probably reduce it a few points.

                      What did you think of my earlier idea to make hounds (and hydras, and maybe some others like basilisks) have to batter down doors instead of opening them? I'd make easy_alter work with the batter command so you wouldn't have to press shift+B all the time, but even so it might get annoying..

                      Development has slowed a little bit as I work on summoning and spend a little time tinkering with my old plan to build a Flash roguelike, so .6.3.2 is likely to be the last version of January. I still want bug reports though! Right now the list of known bugs is (from changes.txt):
                      -Repos having mixed results running on Linux, OSX.
                      -screen redrawing on evolution means messages before evolution are dropped
                      -level gain messages can be displayed 2x or more if they occur after evolving
                      -can't use 'repeat command' with race powers
                      -powers can't use HP in lieu of mana (feature or bug?)
                      -equippy chars don't display on main screen (design problem.. how to deal with a line too long?)
                      -innate melee info not displayed
                      -eq slots past #23 aren't labelled correctly
                      -sometimes worn objects psuedo as being in the wrong slot ("you feel the body armor in your pack is excellent...")
                      -randarts turned on = no names for racial artifacts
                      -high scores table lists wrong species

                      If you don't see your favorite bug here be sure to submit it.

                      Comment

                      • emulord
                        Adept
                        • Oct 2009
                        • 207

                        Bashing doors instead of opening them makes sense with game logic, but it is really annoying. Mainly because Bashing is terribly ineffective until Str of 18/50+.
                        On the other hand, light hounds waking up monsters faster makes sense with game logic, and balance reasons. They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.

                        Comment

                        • Sirridan
                          Knight
                          • May 2009
                          • 560

                          Originally posted by emulord
                          Bashing doors instead of opening them makes sense with game logic, but it is really annoying. Mainly because Bashing is terribly ineffective until Str of 18/50+.
                          On the other hand, light hounds waking up monsters faster makes sense with game logic, and balance reasons. They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.
                          As for bashing, just give races with the need to bash, a bonus, much like dwarves get with tunneling?

                          Just a thought

                          Comment

                          • emulord
                            Adept
                            • Oct 2009
                            • 207

                            So I was playing hydras.

                            Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

                            Balance was good until I evolved to a 5 headed hydra.
                            5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.

                            Comment

                            • emulord
                              Adept
                              • Oct 2009
                              • 207

                              So I was playing hydras.

                              Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

                              Balance was good until I evolved to a 5 headed hydra.
                              5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.

                              Comment

                              • pampl
                                RePosBand maintainer
                                • Sep 2008
                                • 225

                                Originally posted by emulord
                                They need to have some disadvantage compared to dark hounds because of how well they can kill orcs.
                                This is a good point.
                                Originally posted by Sirridan
                                As for bashing, just give races with the need to bash, a bonus, much like dwarves get with tunneling?

                                Just a thought
                                Tunnelling bonus is easier to implement but it should be pretty easy anyway, I'll give it a shot and see how it plays once I've done summoning and questing.
                                Originally posted by emulord
                                Where do the 4 ring slots come from? Arn't hydras just a snake with a bunch of heads? They should only have 1 ring (tail). That probably would make it too hard though.

                                Balance was good until I evolved to a 5 headed hydra.
                                5 Headed hydras can only do poison damage. Against poison resistant enemies, it can be impossible to kill them. As a result you just ignore large kobalds and stuff like that and hope something else kills them with a lightning or fire breath.
                                I don't think there's an authoritative answer to whether the Lernaean hydra was supposed to have 0, 2, or 4 legs. D&D tradition is 4 legs so that's what I went with.

                                Are you playing the latest version? I've changed it so that all elemental attacks do half their damage as physical damage. You still have to deal with resistances but you do 55% of normal damage instead of 11%

                                Comment

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