FAangband 1.3

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  • Psi
    replied
    Originally posted by Nick
    Do you mean the allocations are scrambled, or there's actual tile mixing? I'll have a look, anyway.
    The tiles are mixing together in some way. Previously with old tiles you would only see the monster tile, but now you can see the terrain through it in some strange blend.
    Originally posted by Nick
    Awesome - my chance to beat you! Have you taken note of the scoring system and the win condition?
    Erm no... let me check...

    That seems to be fastest winner.

    To be honest as soon as summoners and hounds started showing up, my patience dwindled quickly.

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    I had the game crash after picking up arrows with a full inventory. Perhaps it should at least autosave each new DL?
    That's probably a good idea - also the pickup problems are getting silly. I was planning to get a bugfix out soonish, and it will have level autosave at least and improved pickup if I can work out what's going on.

    My favourite old tiles are close to unreadable at times. The terrain tiles are somehow interlaced with the monsters so you cannot tell what is on a square.
    Do you mean the allocations are scrambled, or there's actual tile mixing? I'll have a look, anyway.

    Got to CL23ish and SV30 territory (around 150-200k turns) before my rustiness killed me. Found it really hard to get out of the Sil mindset.
    Awesome - my chance to beat you! Have you taken note of the scoring system and the win condition?

    Leave a comment:


  • Psi
    replied
    I had the game crash after picking up arrows with a full inventory. Perhaps it should at least autosave each new DL?

    My favourite old tiles are close to unreadable at times. The terrain tiles are somehow interlaced with the monsters so you cannot tell what is on a square.

    Got to CL23ish and SV30 territory (around 150-200k turns) before my rustiness killed me. Found it really hard to get out of the Sil mindset.

    Leave a comment:


  • Nick
    replied
    Originally posted by skadefryd
    I seem to have the same problem someone else had a few months (years?) ago. After killing some creeping adamantite coins, I picked up 1028 gold worth of adamantite. It is now sitting uselessly in my inventory. I cannot sell it or drop it, so I effectively have one less inventory slot, permanently. At least it doesn't weigh anything!
    Yes, there are persistent problems with picking up stuff.

    If you send me a savefile (address on the start screen) I can fix it for you.

    Leave a comment:


  • skadefryd
    replied
    I seem to have the same problem someone else had a few months (years?) ago. After killing some creeping adamantite coins, I picked up 1028 gold worth of adamantite. It is now sitting uselessly in my inventory. I cannot sell it or drop it, so I effectively have one less inventory slot, permanently. At least it doesn't weigh anything!

    Leave a comment:


  • Nick
    replied
    Originally posted by APV
    How do I turn auto-haggle off?
    Thanks.
    I'm afraid you can't - haggling was removed in FAangband 0.3.2.

    Leave a comment:


  • APV
    replied
    How do I turn auto-haggle off?
    Thanks.

    Leave a comment:


  • buzzkill
    replied
    I just, once again, updated UT32. This fixes the lighting problems with FA 131 as noted by clouded. I also back-ported these same changes to FA 127 (if anyone cares). You know where to get it. These changes affect the two FA prf files only (127 & 131). No other changes have been made.

    Leave a comment:


  • Nick
    replied
    Originally posted by clouded
    On the topic of visual stuff, one other thing I've changed is to make it so that wilderness features (grass, roads, trees, etc) darken when out of LOS. I was finding it quite hard to judge where I could see or not, especially while it was dark.
    You should be able to get this behaviour by turning the view_yellow_light display option on. It really should be on by default - I must have accidentally turned it off.

    As for the trees and rubble thing - I kind of like the feel it gives about different terrain types. And buzzkill's solution should work, too.

    Leave a comment:


  • buzzkill
    replied
    If you l)ook around, the cursor should be attracted to the ammo, or any object for that matter. If you l)ook then press space (and again...) it will cycle through the items nearby, even if they are hidden under trees. It's not perfect, but it's something.

    On the topic of visual stuff, one other thing I've changed is to make it so that wilderness features (grass, roads, trees, etc) darken when out of LOS. I was finding it quite hard to judge where I could see or not, especially while it was dark.
    This doesn't work? I'll take a peek.

    Leave a comment:


  • clouded
    replied
    On the topic of visual stuff, one other thing I've changed is to make it so that wilderness features (grass, roads, trees, etc) darken when out of LOS. I was finding it quite hard to judge where I could see or not, especially while it was dark.

    Edit: oh the other thing I wanted to mention was that it's a pain when items fall under trees. With the competition ranger my bolts are often flying off everywhere, or when I kill a group of things in a foresty area I end up with a bunch of stuff under trees, which I have to hunt out with ^I. Not sure what the best solution is here, maybe the tree glyph could change or highlight if something is on it.
    Last edited by clouded; November 13, 2012, 17:58.

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  • half
    replied
    Originally posted by Nick
    After reading the Sil thread, I'm now inclined to do a bit of a monster rebalance, too.
    Sorry about that: we appear to have accidentally swapped threads!

    Leave a comment:


  • buzzkill
    replied
    Originally posted by buzzkill
    The Gervais tiles (via UT32) worked prior to 1.3 so unless Nick moved a bunch of stuff around (IDK, haven't played, but doesn't sound like it) UT32 should still function reasonably well. I don't know if UT32 is what Nick included in the distro or not, but I'd certainly give it a shot. www.mediafire.com/buzzkill.
    Just posted an update that seems to fix all the problems noted in this thread. Be sure to use the prf and png provided within (they are a matching set).

    www.mediafire.com/buzzkill.

    Leave a comment:


  • Nick
    replied
    After reading the Sil thread, I'm now inclined to do a bit of a monster rebalance, too. In particular Tol-In-Gaurhoth should have less hounds, more nasty wolves.

    Apologies in advance to buzzkill, but I need to be careful how much my design decisions are influenced by a masochist

    Leave a comment:


  • Nick
    replied
    Originally posted by half
    Yes, this is obviously the way to go. Sil uses # for walls always, but has an option on by default which makes a wall's background colour equal to its foreground colour so they appear as blocks. I use a similar thing to highlight unwary monsters by colouring their background dark grey instead of black. No more complaints about the fonts having a block symbol or not and odd new or old versions of Windows. Ever.
    This has been talked about before, but never done, and I can't for the life of me work out why. I hadn't noticed it in Sil (too busy dying to check the options). I am stealing it ASAP. Thank you.

    Leave a comment:

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