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  • Mikko Lehtinen
    replied
    Originally posted by Derakon
    What you could do for the jumping thing is have an animation indicating the jump. Like, blink out the creature trying to jump, do a bolt animation to the target tile, and then make the creature reappear (either on the target tile, or back where they started if the jump fails). It wouldn't cost much time and would indicate what the creatures are doing with their turns, without creating lots of message spam.
    Sounds like a good idea. We'll see whether I'm able to code that.

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  • Mikko Lehtinen
    replied
    Some known bugs:
    • Detecting secret doors with magical means doesn't show them as doors but as special walls (colored #). It's possible to open and close them but the visual remains a #.
    • Earthquake is probably buggy, and also problematic because you can't dig through walls anymore. Not tested. Cast at your own risk.

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  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    One annoyance I've also seen in a few other variants: the !* inscription blocks even "harmless" commands, like inspecting the item!
    OK, should be easy to change.

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  • Derakon
    replied
    What you could do for the jumping thing is have an animation indicating the jump. Like, blink out the creature trying to jump, do a bolt animation to the target tile, and then make the creature reappear (either on the target tile, or back where they started if the jump fails). It wouldn't cost much time and would indicate what the creatures are doing with their turns, without creating lots of message spam.

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    edit2: one more thing about terrain - can we have the run command stop at interesting terrain like tables, please? Instead of trying repeatedly to jump on them!
    Yes, good idea.

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  • Mikko Lehtinen
    replied
    Originally posted by buzzkill
    I don't think that the AI has been updated, so tables (and other soft obstacles) get treated exactly the same as open floor. I'd also guess that something as simple as "o%@" (given open space surrounding) would cause the orc to be delayed in reaching you.
    That's true. Use it to your advantage. I actually like the dumb AI -- it makes the terrain features more relevant.

    Monsters that fail to jump generate no messages.

    Does either of these features (dumb AI, no messages for failed monster jumps) bother anyone a lot?

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  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    Also, the XP-to-levelup bar is positively TINY now! It's even smaller than the monster-HP bar...
    It annoys me too. I'll make it a bit bigger, equal to the monster-HP bar. I have to cut some characters from other status messages, they all have to fit into 80 characters now. XP-bar used to be visible only for people with wider displays.

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  • Mikko Lehtinen
    replied
    Originally posted by Obsilium
    I'm not sure if it's a bug or not but Forester's and Quality Weapons don't appear to count as ego items for purposes of sacrificing.
    They're not ego items but simple "prefixes". You can have both in the same weapon, for example a Forester's Cleaver of Slay Person.

    All ego items are going to be labelled as "Rare" in the future, which will help. They will not be called ego items anymore in the docs. For example, a Rare Long Sword of Slay Person.

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  • buzzkill
    replied
    Originally posted by ekolis
    I was hiding behind a table to shoot at a tunnel orc, and he never once tried to go around the table, so I could snipe away at him safely as long as I wanted. (He might have tried to jump on it and failed repeatedly; do monsters failing to jump on tables generate messages?
    I don't think that the AI has been updated, so tables (and other soft obstacles) get treated exactly the same as open floor. I'd also guess that something as simple as "o%@" (given open space surrounding) would cause the orc to be delayed in reaching you.

    Leave a comment:


  • ekolis
    replied
    I was hiding behind a table to shoot at a tunnel orc, and he never once tried to go around the table, so I could snipe away at him safely as long as I wanted. (He might have tried to jump on it and failed repeatedly; do monsters failing to jump on tables generate messages?)

    edit: later I fought some *small* tunnel orcs and they succeeded in jumping on a table; I guess there's just no message for failed monster jumps!

    edit2: one more thing about terrain - can we have the run command stop at interesting terrain like tables, please? Instead of trying repeatedly to jump on them!
    Last edited by ekolis; September 26, 2012, 07:24.

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  • ekolis
    replied
    Also, the XP-to-levelup bar is positively TINY now! It's even smaller than the monster-HP bar...

    Leave a comment:


  • ekolis
    replied
    One annoyance I've also seen in a few other variants: the !* inscription blocks even "harmless" commands, like inspecting the item!

    Leave a comment:


  • Obsilium
    replied
    I'm not sure if it's a bug or not but Forester's and Quality Weapons don't appear to count as ego items for purposes of sacrificing.

    Leave a comment:


  • Mikko Lehtinen
    replied
    We now have an OS X port for Intel Macs! Download link updated in the first post. Thanks, Darin!

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  • ekolis
    replied
    Windows does some weird font caching stuff that nobody's been able to figure out, so if you were using a font in one version of a variant, and upgrade to a new version, you might not be able to use the same font in the new version until you reboot your computer.

    That said, I think it's only an issue with raster fonts - Chengband can use TrueType fonts, and those work just fine, even after an upgrade! (Or maybe it's the fact that Chengband uses the system font list, instead of font files located in the lib folder?)

    Leave a comment:

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