FayAngband 1.1, "Tough but Fairy"

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  • Michael Drinen
    Rookie
    • Oct 2011
    • 6

    #16
    The Mac build is not really a proper mac application. It's really a generic unix build compiled on a mac. It works for me when I start it from the command line in a Terminal. I think that you have to have the "angband" executable in the same directory as the "lib" directory and run the executable from there.

    I'd guess that the "error in limits.txt" is because it's trying to use the "lib" directory form some other variant of angband that you have installed somewhere. (hopefully this fixes the other error too.) You might also try running with -mgcu option. This makes it run in a terminal if there is a problem with X11. (Do standard mac installs still have X11?)

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    • ewan
      Adept
      • Aug 2007
      • 108

      #17
      Thanks for the help, Michael. Yep, X opens without problem; I'll try moving to /lib

      Comment

      • Therem Harth
        Knight
        • Jan 2008
        • 926

        #18
        I think I've found a bug, of sorts: the "Do you want to step onto this trap?" prompt also prompts for doors. This makes auto-opening doors impossible, which I find very annoying.

        Comment

        • Therem Harth
          Knight
          • Jan 2008
          • 926

          #19
          And another, much worse: permanent injuries sometimes occur well above 0 HP. I just had a Kyrrus Shaman get brain damage at about 30 (out of maybe 60) HP - very realistic, but not very fun.

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          • Mikko Lehtinen
            Veteran
            • Sep 2010
            • 1246

            #20
            Originally posted by Therem Harth
            And another, much worse: permanent injuries sometimes occur well above 0 HP. I just had a Kyrrus Shaman get brain damage at about 30 (out of maybe 60) HP - very realistic, but not very fun.
            Are you sure about this one? Getting wounded heals you to half of your maximum hitpoints.

            The wounding code starts with "if (p_ptr->chp < 0)" so it would be hard to mess up that badly.

            Comment

            • Therem Harth
              Knight
              • Jan 2008
              • 926

              #21
              Hmm, don't know. I never saw hitpoints drop below thirty; just a blow that took me to thirty, and then "Your brain has been damaged!" If the hitpoints went to zero, the display was updated too fast for me to see.

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              • ekolis
                Knight
                • Apr 2007
                • 921

                #22
                For some reason I can see Smeagol, who is invisible, when he is standing right next to me and I am wielding a lantern. Is this a bug, or by design?

                edit: Also, it's rather confusing that the XP bar shows up next to the DUNGEON level indicator, not the CHARACTER level indicator...

                edit2: oh, never mind about Smeagol - when I died I found that my lantern had an infravision bonus! :P

                edit3: though the bonus was only +1, and I had an amulet of infravision -2 as well, and I was playing a human, so shouldn't the amulet have cancelled the lantern out?
                Last edited by ekolis; November 3, 2011, 21:47.
                You read the scroll labeled NOBIMUS UPSCOTI...
                You are surrounded by a stasis field!
                The tengu tries to teleport, but fails!

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                • Mikko Lehtinen
                  Veteran
                  • Sep 2010
                  • 1246

                  #23
                  Originally posted by ekolis
                  edit: Also, it's rather confusing that the XP bar shows up next to the DUNGEON level indicator, not the CHARACTER level indicator...
                  I don't really like the XP bar. Luckily I never see it when playing the Linux version. Do you think the XP bar should go?

                  Originally posted by ekolis
                  edit2: oh, never mind about Smeagol - when I died I found that my lantern had an infravision bonus! :P

                  edit3: though the bonus was only +1, and I had an amulet of infravision -2 as well, and I was playing a human, so shouldn't the amulet have cancelled the lantern out?
                  I'll look into this. Nice catch!

                  Comment

                  • Mikko Lehtinen
                    Veteran
                    • Sep 2010
                    • 1246

                    #24
                    Development of Fay 1.2 is progressing steadily.

                    Dungeon generation works. Most terrain features -- three different kinds of shelves, painted walls, tables, platforms, six different kinds of magical circles, faery portals, trees, vegetation, and "interesting vegetation" squares -- also pretty much work as planned.

                    Jumping skill has replaced Digging. Some monsters are bad jumpers, some fly, and some (snakes for example) can easily pass through vegetation squares.

                    In melee, higher ground gives you some protection. Tables and platforms often stop missiles and spells flying over them. If you stand right next to a table or platform, you can shoot over it easily but still get the cover against enemy missiles.

                    Room styles often spread to neighbouring rooms, so you could have wilderness rooms in the east side of the level and a temple area in the west.

                    I'm trying to avoid feature creep, and I'm also trying to make everything as transparent as possible. Room description window will tell exactly how the terrain features in the room work. I hope to implement gods in a clean way. Religion subgame will hopefully be easy to understand.

                    I still like the shift to 50 levels. I may have found a good niche for FayAngband: we have quick *bands and original length *bands, but no Moria length *bands that I know of?
                    Last edited by Mikko Lehtinen; November 4, 2011, 11:06.

                    Comment

                    • ekolis
                      Knight
                      • Apr 2007
                      • 921

                      #25
                      Actually, I like the XP bar, I just find that it's misplaced

                      I did notice however that there's no "NEXT" indicator that shows how many more XP you need to level up; if you do get rid of the XP bar, please bring back the NEXT indicator!
                      You read the scroll labeled NOBIMUS UPSCOTI...
                      You are surrounded by a stasis field!
                      The tengu tries to teleport, but fails!

                      Comment

                      • Mikko Lehtinen
                        Veteran
                        • Sep 2010
                        • 1246

                        #26
                        Originally posted by ekolis
                        Actually, I like the XP bar, I just find that it's misplaced

                        I did notice however that there's no "NEXT" indicator that shows how many more XP you need to level up; if you do get rid of the XP bar, please bring back the NEXT indicator!
                        Ok, I'll keep the bar then! There's no space for the NEXT indicator anymore now that we have Lore, Reserves and Escapes.

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #27
                          Originally posted by Mikko Lehtinen
                          Ok, I'll keep the bar then! There's no space for the NEXT indicator anymore now that we have Lore, Reserves and Escapes.
                          I like the bar too, and I don't really know why. If you would have asked about before having played with it, I'd have probably have said that it's a stupid idea, but I really do like it. I often times go for a kill rather than the doing something else if I can plainly see that I am close to leveling up.
                          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

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #28
                            Since finding something worth selling is often an occasion for recall and restock, can the the player be informed via Inspecting the item, that it is indeed sellable. Just a thought.

                            Also, items that have no obvious special properties when first found have no special properties, right? Leather Sandals that present themselves (un-ID'd) as [0, +0] are just that right, nothing more to them?
                            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

                            • Mikko Lehtinen
                              Veteran
                              • Sep 2010
                              • 1246

                              #29
                              Originally posted by buzzkill
                              Since finding something worth selling is often an occasion for recall and restock, can the the player be informed via Inspecting the item, that it is indeed sellable. Just a thought.
                              Good idea. At the moment you have to play Rogue with depth in feet on, and check if the price is more than your Min Depth.

                              Originally posted by buzzkill
                              Also, items that have no obvious special properties when first found have no special properties, right? Leather Sandals that present themselves (un-ID'd) as [0, +0] are just that right, nothing more to them?
                              Yep. All weapons and armor come auto-Identified but not *Identified*.

                              Comment

                              • buzzkill
                                Prophet
                                • May 2008
                                • 2939

                                #30
                                Scrolls of trap/door destruction don't destroy undiscovered traps. Thus when the enemy rogue creates traps around you, and you fail to discover them by searching, you're pretty much screwed even if seemingly prepared for such an event (short of teleporting).

                                Also, I found a trap (probably from create traps) on the same space as a staircase. Odd.

                                Personally, I'd like to see the trap 'on top' when a trap and an object occupy the same grid, which seems to happen more than one might think.
                                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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