FAangband 1.2

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  • Nick
    replied
    Originally posted by buzzkill
    While were on topic, may I suggest a whole other tier of traps specifically for vaults. Supercharged traps. Normal traps are mostly harmless. The sheer quantity makes then an annoyance more than a danger in a vault setting. Disarming is pretty much a joke too, way too easy.
    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...

    That said, I like the idea of traps in vaults being nastier. Since trap properties are level-related, this is actually really easy to do.

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  • buzzkill
    replied
    While were on topic, may I suggest a whole other tier of traps specifically for vaults. Suoercharged traps. Normal traps are mostly harmless. The sheer quantity makes then an annoyance more than a danger in a vault setting. Disarming is pretty much a joke too, way too easy.

    Leave a comment:


  • Nick
    replied
    Originally posted by Michael Drinen
    Another consequence (feature?) of the trap layer is that vaults don't seem to have their usual traps.
    Not a feature

    Thanks, that's another thing to check.

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  • Michael Drinen
    replied
    Another consequence (feature?) of the trap layer is that vaults don't seem to have their usual traps.

    Leave a comment:


  • Nick
    replied
    Originally posted by buzzkill
    V1.24 Temporary resists aren't reflected on the character screen. I don't know if they ever were or not. The problem is, even with my experience with FA, I don't know what a temporary resist is worth, I'm assuming 50% but spell and potion descriptions don't give a clue. This is the first time I've had to rely so heavily on temporary resists, which is why it happened to come to my attention.
    Thanks for the report - I'll have to get that straightened out.

    edit... also, just had a master rogue create traps around me, including the tile I was standing on which contained two traps. I've never seen two traps on the same tile before. Looking at it reveals only the top trap. Attempting to disarm prompted for "disarm which trap". I was able to disarm them both.
    Yes, this is a consequence of the new 'trap layer' (where traps are not terrain any more). I think I like it

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  • LostTemplar
    replied
    In 1.1.6 it gives 55%, and 65% with apropriate specialty, and they are shown in 'C' screen. 1.2.x works differently.

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  • buzzkill
    replied
    V1.24 Temporary resists aren't reflected on the character screen. I don't know if they ever were or not. The problem is, even with my experience with FA, I don't know what a temporary resist is worth, I'm assuming 50% but spell and potion descriptions don't give a clue. This is the first time I've had to rely so heavily on temporary resists, which is why it happened to come to my attention.

    edit... also, just had a master rogue create traps around me, including the tile I was standing on which contained two traps. I've never seen two traps on the same tile before. Looking at it reveals only the top trap. Attempting to disarm prompted for "disarm which trap". I was able to disarm them both.
    Last edited by buzzkill; October 13, 2011, 16:54.

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  • Nick
    replied
    Originally posted by joelsanda
    When using + to lay a trap this appears in the messages window: "Illegal repeatable direction! <nnnnnx>. I let it run to 13198 before using the "Game" menu to save. At which point I was asked for a direction to place the trap. Prior to clicking the "Game" menu keyboard shortcuts would not work.
    Wow, that's a good one. I'll try to track that down.

    The fourth Graphics option, 8x16, displays this in the main FAangband window: "Parse error in /Applications/FAangband/FAangband.app/Contents/Resources/lib/pref/graf-nmd.prf line 24 column 1: S: undefined directive". The display then switches to ASCII.
    Yeah, 8x16 aren't properly supported yet

    In stores, the return key used to be accepted as "y", as when prompted to sell an item. Now you have to explicitly use the "Y" key. Probably more correct this way, just noting a difference.
    That will be fixed so it works again.

    Leave a comment:


  • joelsanda
    replied
    Originally posted by Nick
    FAangband 1.2.6 is now available from the download page.

    It fixes all known bugs (and no doubt introduces new ones...), and brings the codebase into alignment with Angband 3.3, so it includes new lighting support, keymaps, etc

    It should be savefile compatible with earlier FA 1.2.x, but as usual back up savefiles before importing.
    Wooohooo. Nothing like a new version of FAangband after the kid is asleep and the wife is at her parents :-) Thanks!

    Found just a couple of things:
    • When using + to lay a trap this appears in the messages window: "Illegal repeatable direction! <nnnnnx>. I let it run to 13198 before using the "Game" menu to save. At which point I was asked for a direction to place the trap. Prior to clicking the "Game" menu keyboard shortcuts would not work.
    • The fourth Graphics option, 8x16, displays this in the main FAangband window: "Parse error in /Applications/FAangband/FAangband.app/Contents/Resources/lib/pref/graf-nmd.prf line 24 column 1: S: undefined directive". The display then switches to ASCII.
    • In stores, the return key used to be accepted as "y", as when prompted to sell an item. Now you have to explicitly use the "Y" key. Probably more correct this way, just noting a difference.

    Leave a comment:


  • Nick
    replied
    FAangband 1.2.6

    FAangband 1.2.6 is now available from the download page.

    It fixes all known bugs (and no doubt introduces new ones...), and brings the codebase into alignment with Angband 3.3, so it includes new lighting support, keymaps, etc

    It should be savefile compatible with earlier FA 1.2.x, but as usual back up savefiles before importing.

    Leave a comment:


  • Nick
    replied
    Originally posted by buzzkill
    I don't know if you already got to this or not (ISTR something similare being mentioned), but when one of a stack of staffs gets destroyed, just the staff (0 charges) gets destroyed, all the charges are transfered to the other staffs, thus my staff of object location (59 charges).
    No, that one's new, thanks.

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  • buzzkill
    replied
    I don't know if you already got to this or not (ISTR something similare being mentioned), but when one of a stack of staffs gets destroyed, just the staff (0 charges) gets destroyed, all the charges are transfered to the other staffs, thus my staff of object location (59 charges).

    Leave a comment:


  • Nick
    replied
    Originally posted by buzzkill
    I tried to wield an amulet only to find the one I was already wearing was sticky cursed. When I cast remove curse successfully, after debiting my mana, I was told I have no cursed items. Not until I tried to take it off via the t command did the curse display on the inspect screen (and I suppose I will ba able to remove the curse once I regenerate the required SP).
    OK, so that's a bug - the curse should register when you try to switch.

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  • buzzkill
    replied
    v124

    I tried to wield an amulet only to find the one I was already wearing was sticky cursed. When I cast remove curse successfully, after debiting my mana, I was told I have no cursed items. Not until I tried to take it off via the t command did the curse display on the inspect screen (and I suppose I will ba able to remove the curse once I regenerate the required SP).

    Leave a comment:


  • Nick
    replied
    Originally posted by joelsanda
    Not sure where my torches went, may have been to eager leaving stuff at home.

    In either case I fell through a trap door and my only torch ran out. Of course I can't read a scroll because there is no light, nor can I read the light spell from my spell book - for the same reason.

    Did my character just get an early retirement?
    You can hope to find a staircase (Underworld is only ever one level deep) or a Staff of Light or Rod of Illumination.

    Leave a comment:

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