FAangband 1.3

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  • Teclis
    replied
    I've just discovered this variant: it is utterly brilliant, deep and awesome. Thanks so much for all the nice features and most important in my eyes, the total coherence with Tolkien's writings.
    I think I've finally found my last game, the one where I'll put down all my roleplaying youth.

    Cheers to you!!

    Leave a comment:


  • clouded
    replied
    Sent you some saves to the address on the FA splash screen (infact I think I sent you two mails by mistake). Seems to me like they are not monster drops, because I see them in parts of the level I haven't been to yet.

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  • Nick
    replied
    Originally posted by clouded
    I've seen it a few times, might just be a coincidence but the way it goes is that I enter the level to find a dragon pit, which I spend a while clearing, inevitably finding an !*enlightenment* which I drink and notice stacks of books with my (not auto)inscriptions on them and sometimes other stuff. I did back up a save which I could send you (or my current save).
    Save would be good. Do you think these things are monster drops, or generated with the level? I tried generating a few levels and didn't see this, so I'm leaning toward monster drops.

    Leave a comment:


  • clouded
    replied
    I've seen it a few times, might just be a coincidence but the way it goes is that I enter the level to find a dragon pit, which I spend a while clearing, inevitably finding an !*enlightenment* which I drink and notice stacks of books with my (not auto)inscriptions on them and sometimes other stuff. I did back up a save which I could send you (or my current save).

    Leave a comment:


  • Nick
    replied
    Originally posted by clouded
    I've just found a stack of 17 healing potions and a stack of 48 speed potions, I'm almost certain these are the amounts that I entered the level with.
    That's a nice exploit. I'll have to try and track it down.

    Leave a comment:


  • clouded
    replied
    I've just found a stack of 17 healing potions and a stack of 48 speed potions, I'm almost certain these are the amounts that I entered the level with.

    Leave a comment:


  • Nick
    replied
    Originally posted by clouded
    Nothing serious, but I noticed a bit of oddness with the new LOS
    Nice picture

    I did a couple of hackish things to avoid out-of-bounds problems - it's probably that. The top left corner is the actual level boundary, so it's behaving differently (and wrong).

    Leave a comment:


  • clouded
    replied
    Nothing serious, but I noticed a bit of oddness with the new LOS:



    Note how the boundary walls light differently from each corner. This is in Ossiriand, though I doubt it's unique to there.

    Leave a comment:


  • Whelk
    replied
    Awesome! Thanks for the new features and fixes, Nick. I've lost about a million and a half characters over the past few days, but I still can't stop myself from playing. With the throwing selection fix, I'm definitely going to try out my hobbit rogue again at last.

    Leave a comment:


  • Nick
    replied
    1.3.3

    Version 1.3.3 is now available from the download page.

    New features:
    • Hard mode in wilderness is now harder (monsters are tougher)
    • Tol-In-Gaurhoth still has lots of wolves and undead, but only the regular amount of hounds
    • Neutral and sleeping monsters are separated properly in the monster list


    Bugfixes:
    • html dumps now work
    • Stole Elly's new view code from Vanilla, fixing the lighting bug
    • Made the throw command start with quiver items if any
    • Fixed cocoa port version number
    • Object pseudo-id merging is better (notable activatable items like magestaffs)


    I believe all bugs remaining are minor; please let me know if I'm wrong.

    Leave a comment:


  • Nick
    replied
    Originally posted by Whelk
    Throw is still defaulting to my wielded melee weapon rather than the thrown weapons equipped to my belt/quiver. Any chance that can be looked at? No biggie if it's terribly complicated.
    Fixed in development now.

    Leave a comment:


  • Whelk
    replied
    Throw is still defaulting to my wielded melee weapon rather than the thrown weapons equipped to my belt/quiver. Any chance that can be looked at? No biggie if it's terribly complicated.

    Leave a comment:


  • Tenka
    replied
    unreal, FAngband has become my favourite variant since Hengband.

    Thanks for keeping it up.

    Leave a comment:


  • Nick
    replied
    Oh, and there's a new bug - html screenshots are broken

    Leave a comment:


  • Nick
    replied
    1.3.2

    Version 1.3.2 is now available from the download page.

    There is one obvious new feature - Sil-style hybrid and solid block walls have been duly stolen, and are now options (=, Display Options). In a similar vein (get it) neutral monsters have a shaded background, and the trap detect edge uses shading as well.

    Bugfixes:
    • Element proofing only proofs one element
    • Occasional mana for warriors has been removed
    • Staff pricing works properly
    • Inventory behaves as it should now (no more vanishing items and overfull pack)
    • Origin of store-bought items is displayed properly
    • Adamantite can be generated (thanks kaypy)
    • The itemlist will not crash with too many items (kaypy)
    • Spell displays are more accurate, the resistance spell no longer hastes (!), some other minor bits and pieces (all kaypy)
    • Randart missile branding activation has a timeout
    • Unarmed combat gets Holy Light bonus when appropriate
    • Game autosaves on level change
    • 32x32 tiles are using buzzkill's latest Universal Tileset
    • Player race monsters appear in the correct places - note that the fix for this means the game has a noticeable pause on startup before loading the map


    Bugs not yet fixed include spellcasting keymap issues, the lighting bug and the old trap detect radius not vanishing until the player moves after a new detect. I also have not done tile substitution for shapechanged players.

    Leave a comment:

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