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  • Arendil
    Apprentice
    • Jun 2007
    • 78

    #31
    Derakon, you didn't really answer to what I wrote. It's possible that I don't write as clearly as I should, possibly you just didn't understand. I don't know. No offense, but I see no point in continuing. Just one small request, please don't enforce your point of view on others...in this case, you really can't say what's good, bad, better, or worse. Just a matter of opinion.

    Cheers.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #32
      I didn't answer to your comments on options and choice, because we fundamentally disagree there and I saw no point in getting into an argument about basic premises. I've done that already fairly recently in another thread and it wasn't much fun for anyone.

      Anyway, enough off-topicness in this thread. If you want to continue this conversation, feel free to PM me.

      Comment

      • EpicMan
        Swordsman
        • Dec 2009
        • 455

        #33
        To answer Derakon's question about the crawl remark, in Crawl you can't sell items to the shopkeepers.

        Comment

        • Arendil
          Apprentice
          • Jun 2007
          • 78

          #34
          Mikko Lehtinen, sorry, I didn't notice your answer.

          APPRAISE enables the class to appraise and sell items. However, characters can still only sell *expensive* items. Item's evaluated price -- (I)nspect the item to check it out -- must be at least your minimum depth in feet.
          Thanks. That's somewhat partial solution.

          Would this do as a compromise between no-selling and selling? The gameplay is much faster, as you don't have to collect everything for selling.
          It's not that I have to collect and sell everything. It's the choice and possibility to do so I'm asking for. I appreciate all the work you put into this variant, and like some of it's features. Would it really be impossible to add some tiny birth option to enable or disable normal selling?

          Cheers.

          Comment

          • Mikko Lehtinen
            Veteran
            • Sep 2010
            • 1246

            #35
            Originally posted by Arendil
            It's not that I have to collect and sell everything. It's the choice and possibility to do so I'm asking for. I appreciate all the work you put into this variant, and like some of it's features. Would it really be impossible to add some tiny birth option to enable or disable normal selling?
            Sorry, I'm not going to add this as an option. The game would be very hard to balance with normal selling: for example, rogues would be weaker, and mapping would be much better. I would have to classify it as a cheat option, and I don't like that.

            Comment

            • Mikko Lehtinen
              Veteran
              • Sep 2010
              • 1246

              #36
              Originally posted by jevansau
              Because of the fire/frost division, only the first 3 (fire) or 2 (frost) spellbooks are available in the bookshop.
              Fixed in the next version.

              Originally posted by jevansau
              The mushroom description for a Shaman should show the appropriate effects to avoid the need for notes.
              I've tried to hint at both negative and positive effects in the mushroom description. I find that somewhat amusing, if not always totally clear.

              Bad effects are either "reversed" or targeted at monsters instead of you, depending on the 'shroom.

              Good effects are mostly not altered at all. Except the wound curing 'shrooms, which function at higher power level. For example, cure light wounds becomes cure medium wounds.

              If you keep this in mind, there's no great need for notes. I may add this information to the help files.

              Comment

              • SaThaRiel
                Adept
                • Nov 2009
                • 174

                #37
                One small comment - can you please use another version number when changing the package (like you did on 1st of may)? The problem is that there are md5sums in PKGBUILDs and the script wont work if the same file has a different sum

                Also i think that this is a good development behaviour and helps you to track your changes.
                Proud candidate for the Angband Darwin Award!

                Comment

                • Mikko Lehtinen
                  Veteran
                  • Sep 2010
                  • 1246

                  #38
                  Originally posted by SaThaRiel
                  One small comment - can you please use another version number when changing the package (like you did on 1st of may)? The problem is that there are md5sums in PKGBUILDs and the script wont work if the same file has a different sum

                  Also i think that this is a good development behaviour and helps you to track your changes.
                  Ah, ok! There were no visible changes in the Linux version, so I didn't consider it a new version. I just fixed a bug that seemingly affected only Windows and Mac versions -- they crashed on startup.

                  I'll post a bugfix 1.01 version soon.

                  Mikko

                  Comment

                  • jevansau
                    Adept
                    • Jan 2009
                    • 200

                    #39
                    Further comments - having got a mage below level 50 - the current trap implementation is really annoying - now that vaults are common, but trap detection is rare (only the rare initial mapping) having to guess at where traps might be to disarm them, given limited or slow disarming, forces very conservative gameplay.
                    If you want to keep traps an important part of gameplay, perhaps an alternative would be to make them detectable, rare and strategically placed, but have no safe magical method of disarming.
                    I'm also finding I miss the vanilla implementation of item knowledge - particularly being able to judge how much damage devices do.

                    A bug report - phlogiston doesn't work on (at least some) magic lanterns - Int certainly.

                    On the other hand - this is still great fun - love the variety of monsters, the mage spell implementation, the stairs and don't mind the no selling.
                    Thanks again for your efforts.

                    Regards,
                    Jonathan

                    Comment

                    • Mikko Lehtinen
                      Veteran
                      • Sep 2010
                      • 1246

                      #40
                      Originally posted by jevansau
                      Further comments - having got a mage below level 50 - the current trap implementation is really annoying - now that vaults are common, but trap detection is rare (only the rare initial mapping) having to guess at where traps might be to disarm them, given limited or slow disarming, forces very conservative gameplay.
                      If you want to keep traps an important part of gameplay, perhaps an alternative would be to make them detectable, rare and strategically placed, but have no safe magical method of disarming.
                      I didn't know that you can disarm traps you haven't noticed. If that's so, it's a bug.

                      Would you say that the trap implementation works fine otherwise, just not in vaults?

                      I could allow scrolls of detect traps, but make them somewhat expensive. This would make trap detection a limited resource, used mostly in vaults. I could also nerf some of the nastier traps and/or make vaults less common.

                      I find the repeated casting of detect traps a waste of my playing time (no tactical choices at all), so I don't like the mage spell. Also, I like to have Rogues as best trap detectors.

                      Originally posted by jevansau
                      I'm also finding I miss the vanilla implementation of item knowledge - particularly being able to judge how much damage devices do.
                      I've considered making a printable PDF with stat bonus tables. I could add a magic item damage table, too. I usually don't like hidden information in games.

                      I'm not sure if my programming skill is up to the task of stealing this feature from Vanilla.

                      Originally posted by jevansau
                      A bug report - phlogiston doesn't work on (at least some) magic lanterns - Int certainly.
                      Noted. I'll fix this later.

                      Originally posted by jevansau
                      On the other hand - this is still great fun - love the variety of monsters, the mage spell implementation, the stairs and don't mind the no selling.
                      Thanks again for your efforts.
                      Good to hear! This is very valuable feedback.

                      Comment

                      • Mikko Lehtinen
                        Veteran
                        • Sep 2010
                        • 1246

                        #41
                        I've just got an idea how to make traps more fun without changing the underlying system too much. I'm not going to talk about it yet, as it ties nicely into my super secret plans for a future version.

                        A hint: I'm going to give players one or a couple of uses of detect traps each dungeon level.

                        Comment

                        • jevansau
                          Adept
                          • Jan 2009
                          • 200

                          #42
                          Another small bug report - the known artifact list under ~ shows the wrong artifacts.

                          Comment

                          • jevansau
                            Adept
                            • Jan 2009
                            • 200

                            #43
                            And a bug with the artifact spellbooks:
                            The Codex of Ultimate Wisdom (in Inventory) is really the Necronomicon when used, and Mathemagical calculations is really the codex of ultimate Wisdom.

                            Comment

                            • Mikko Lehtinen
                              Veteran
                              • Sep 2010
                              • 1246

                              #44
                              Thanks for reporting, again!

                              I just finished a big work-related project, and looks like I'm now able to relax by fixing Fay bugs.

                              Comment

                              • buzzkill
                                Prophet
                                • May 2008
                                • 2939

                                #45
                                Admittedly I haven't overly-searched for secret doors, but I think I should have found some sort of staircase by now. I completely mapped out all the obvious areas of this huge level. I seem to be stuck. Save file attached.
                                Attached Files
                                www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                                My banding life on Buzzkill's ladder.

                                Comment

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