FAangband 1.2

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  • Nick
    replied
    Originally posted by Malak Darkhunter
    Don't know of this has been mentioned, but I had trouble with the map displaying correctly in fa 1.2 it was visible but kind of jumbled together and not very readable, played without wilderness. Note I also had to disable the pref file font-win to display acii correctly on my vista laptop, this works correctly for me in v 3.3.2
    Which map?

    There are ongoing font issues with Vista - particularly if you use the 8x13 font - but I will check and see if the pref file needs fixing.

    Leave a comment:


  • imsabbel
    replied
    I am not sure if I am in the right place here, but after a few years of abstinence I got back to angband and its variants.

    One of the things I like most is the lore system - I can spend almost as much time browing the artifact and monster lore lists as I do exploring.

    But I noticed something odd in the monster lore list in the latest FA version, and I am not sure if its intentional or not:

    I am pretty sure that years ago, if you had a terminal set to monster recall, you got the info of the monster you were browsing in the lore list in that window.

    Not, it does not, so you have to press return everytime to see the stats/etc of the monster.

    Is this intentional, or would it be possible to change it back to the seamless style?

    Leave a comment:


  • Malak Darkhunter
    replied
    Don't know of this has been mentioned, but I had trouble with the map displaying correctly in fa 1.2 it was visible but kind of jumbled together and not very readable, played without wilderness. Note I also had to disable the pref file font-win to display acii correctly on my vista laptop, this works correctly for me in v 3.3.2

    Leave a comment:


  • Nick
    replied
    Originally posted by ekolis
    I hope you don't get rid of the i command - that's almost a standard in roguelikes to display your inventory! If the | command is better, please just upgrade the i command to do the same as the | command!
    Yeah, I meant the functionality, not the command.

    Leave a comment:


  • ekolis
    replied
    I hope you don't get rid of the i command - that's almost a standard in roguelikes to display your inventory! If the | command is better, please just upgrade the i command to do the same as the | command!

    Leave a comment:


  • Nick
    replied
    Originally posted by LostTemplar
    BTW, why FA have two different commands to display inventory "i" and "|", it seems, that "|" is simply better, why keep old one.
    The '|' command doesn't show quiver objects. Once I can work out a neat way of doing that, the old one will be able to go.

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  • LostTemplar
    replied
    BTW, why FA have two different commands to display inventory "i" and "|", it seems, that "|" is simply better, why keep old one.

    Leave a comment:


  • Prismatic
    replied
    Originally posted by Nick
    Try going to the options, and making sure the movement delay is set to 0.

    I have taken the Vanilla key input system, but there are still a few glitches (probably in my implementation).
    It is zero. I actually checked that since I remembered there was an issue with it but forgot what it was.

    Leave a comment:


  • Nick
    replied
    Originally posted by joelsanda
    Hmmm - looks like the Mac OS X version (link: http://angband.oook.cz/faangband/FAa...-1.2.7-osx.dmg) is broken.
    Ooops - fixed now.

    Leave a comment:


  • Nick
    replied
    Originally posted by Prismatic
    I'm getting a weird input bug; when I use the keys at the top of the keyboard to type a number, it enters twice - for instance, if I try to buy 3 items at the store, it types in 33. This applies to moving around too, though I don't normally use those keys to move. I can backspace and remove one of them. The numpad, on the other hand, works fine.

    I've never seen this, even in older versions of FAangband, and the other variant I'm playing (Fey) doesn't do it. Did I toggle something I shouldn't? I'm using Windows 7, the newest version of FAangband that I downloaded straight off the site, 1.2.7.
    Try going to the options, and making sure the movement delay is set to 0.

    I have taken the Vanilla key input system, but there are still a few glitches (probably in my implementation).

    Leave a comment:


  • Prismatic
    replied
    So I recently downloaded FAangband to a new computer; I haven't played in a couple versions so it was a good time.

    I'm getting a weird input bug; when I use the keys at the top of the keyboard to type a number, it enters twice - for instance, if I try to buy 3 items at the store, it types in 33. This applies to moving around too, though I don't normally use those keys to move. I can backspace and remove one of them. The numpad, on the other hand, works fine.

    I've never seen this, even in older versions of FAangband, and the other variant I'm playing (Fey) doesn't do it. Did I toggle something I shouldn't? I'm using Windows 7, the newest version of FAangband that I downloaded straight off the site, 1.2.7.

    Leave a comment:


  • joelsanda
    replied
    Originally posted by Nick
    1.2.7 is now here.

    Also three obsolete display options are gone, and buzzkill's world map is in the OS X version.
    Hmmm - looks like the Mac OS X version (link: http://angband.oook.cz/faangband/FAa...-1.2.7-osx.dmg) is broken.

    I'll be happy to see buzz kill's map in that :-)

    Leave a comment:


  • Nick
    replied
    FAangband 1.2.7

    1.2.7 is now here. It fixes all known bugs, including
    • Various trap bugs
    • Crashes due to bad race probability calculations
    • Timed resists not showing on 'C' screen
    • Some lighting issues


    Also three obsolete display options are gone, and buzzkill's world map is in the OS X version.

    Leave a comment:


  • Nick
    replied
    Preliminary testing shows that temporary resists do show on the 'C' screen (and they are 55%), but there seems to be a delay in displaying them, and in removing them.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Nick
    Traps are a good example of a problem that arises with trying to get game balance right. The difference between stupidly easy and stupidly hard is very small. Add to that that the issue of getting it right across all race/class combinations and levels....
    They should be both, stupidly easy and stupidly hard. Tie disarming to class level (and of course class itself, and to a lesser extent DEX, and add a pinch of RNG). There's a start.

    Paladins, Priests, Mages should have an very hard time manually disarming a level appropriate trap (even if they are pretty good at it). Though they might be able to hold their own versus easier traps. Their priority would be to avoid or use magical disarming in a vault type setting where avoidance isn't feasible.

    Stealthy classes with average skill should have little problem with level appropriate traps, disarm below level traps blindfolded, and even have a plausible shot at figuring out how to disable a trap the likes of which they have never seen before.

    Here's a long shot of an idea: If traps become too dangerous (ahem) resting adjacent to a trap would effectively result in studying the trap and increasing the probability of disarming it, or at least not having it blow up in your face. I suppose the pratical application of such a mechanic would result in resting adjacent to reducing the native level of the trap.

    Leave a comment:

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