[Un]angband 0.6.2 beta 2 has been released!

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  • Big Al
    replied
    Thanks for the info.

    FYI: I'm having trouble saving my game today (playing rev 2070) - I played for ~half an hour, then hit ^x to save the game and quit. It gave me all the normal saving game messages and quit fine. Later, I open up the game, and my half hour of progress is gone. I test to see if saving the game works at all: I play for a couple minutes and then save & reload; works fine. So I play for another half hour, and save my game and reload - half hour of play gone again. If I play for a short while, everything works fine, if I play for a longer time, it doesn't save. I checked the 'date modified' date of the savefile, and it stayed unchanged. I haven't been able to narrow down what works and what doesn't yet.

    (Though it might be a bessing in disguise - I just found Narya which I wouldn't have otherwise found if my savefile hadn't been lost .)

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  • andrewdoull
    replied
    Originally posted by Big Al
    I got a randart: The Large Metal Shield of Daegas (+2) [5, +10] (+0). It supposedly modifies my light radius, but it doesn't actually do anything because the pval is zero. Bug?
    Yep.

    The recent change on the 'C' screen seems to be buggy - now it's telling me that *every* equipment item I have gives me rBase and rPoison (see attached). So does everything in my home.
    Fixed.

    What's the difference when something protects you from darkness compared to powerful darkness, etc? Does the latter protect you even when a monster can "breath darkness powerfully enough to overcome your resistance"? Should this be indicated on the 'C' screen somewhere?
    The string "powerfully enough to overcome your resistance" should only be shown for hold, forget, illusion, scare, blind, confusion, and slow spells. Certain monsters can cast these powerfully enough to overcome your resistance.

    The powerful flag also increases the arc radius of breath weapons.

    BTW, with rev 2069, my char forgot about all the flavours of potions, wands, etc. I can re-id the potions, but I can't id any of the wands or amulets and such, because the game already thinks that they are IDed.
    It looks like I made a rash assumption about importing from older save files - which I've now fixed. You'll have to do a local fix to add AWARE_FLAVOR to any object that has the AWARE_EXISTS flag for this save file. Easiest way to do this is either in the load or save routines, load the file once to fix it, then revert to the SVN version.

    Andrew

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  • Bandobras
    replied
    Originally posted by Big Al
    I got a randart: The Large Metal Shield of Daegas (+2) [5, +10] (+0). It supposedly modifies my light radius, but it doesn't actually do anything because the pval is zero. Bug?
    Bug. One I've fixed ~5 times, BTW. Objects even start with pval 1 by default (all objects!), but the code still somehow manages to zero the pval.

    Originally posted by Big Al
    The recent change on the 'C' screen seems to be buggy - now it's telling me that *every* equipment item I have gives me rBase and rPoison (see attached).
    Working on this... Edit: UnAndrew's beat me to it.

    Originally posted by Big Al
    What's the difference when something protects you from darkness compared to powerful darkness, etc?
    No idea.


    Originally posted by Big Al
    BTW, with rev 2069, my char forgot about all the flavours of potions, wands, etc. I can re-id the potions, but I can't id any of the wands or amulets and such, because the game already thinks that they are IDed.
    Please, keep your savefile from before the upgrade. I'm surely going to fix it, before I import my warrior's savefile. Edit: UnAndrew's might have fixed it now.
    Last edited by Bandobras; April 19, 2008, 23:06.

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  • Bandobras
    replied
    Originally posted by andrewdoull
    Previously, I was counting to hit and damage bonus twice for throwing to compensate for this.
    Was it me who removed this, when I merged firing and throwing code? I've put it back right now in SVN... But I'm not sure how to signal this in UI. Bonuses from STR and quipment would be visible in the 'C' screen, but then they don't improve throwing for a long time, unless initial STR is very high, while a dagger with big to_dam is much more common. Anyway, after CL 20 or 30 the effect vs damage is almost the same, because STR and equipment bonuses are limited by weapon dice.

    Edit, from SVN log:
    Originally posted by andrewdoull
    Show basic resists as numbers (similar to pvals) to indicate that basic resists are cumulative.
    ???
    Are they?
    Last edited by Bandobras; April 19, 2008, 22:53.

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  • Big Al
    replied
    I got a randart: The Large Metal Shield of Daegas (+2) [5, +10] (+0). It supposedly modifies my light radius, but it doesn't actually do anything because the pval is zero. Bug?

    The recent change on the 'C' screen seems to be buggy - now it's telling me that *every* equipment item I have gives me rBase and rPoison (see attached). So does everything in my home.

    What's the difference when something protects you from darkness compared to powerful darkness, etc? Does the latter protect you even when a monster can "breath darkness powerfully enough to overcome your resistance"? Should this be indicated on the 'C' screen somewhere?

    BTW, with rev 2069, my char forgot about all the flavours of potions, wands, etc. I can re-id the potions, but I can't id any of the wands or amulets and such, because the game already thinks that they are IDed.
    Attached Files
    Last edited by Big Al; April 19, 2008, 19:35.

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  • andrewdoull
    replied
    Originally posted by Bandobras
    Edit: Perhaps the biggest drawback of throwing is it does not get to_dam bonuses from launchers as shooting does. And of course it lacks of any damage multiplier. And we insist on keeping the latter this way...
    Previously, I was counting to hit and damage bonus twice for throwing to compensate for this.

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  • andrewdoull
    replied
    Originally posted by Bandobras
    Let the blame be on me. Let's get gold and start deconstructing the game again. If things turn really nasty I can always do a branch from a past semi-stable version and flee there...

    P.S. No idea about diseases, either.
    Ideally we should do it right before the last commit I just did (2069)... hopefully it won't break anything, but I'll give it 24 hours for the dust to settle. I also appear to be on a bit of a bug fix drive at the moment, which always helps.

    Andrew

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  • Bandobras
    replied
    Originally posted by andrewdoull
    Shall we cut a release then get onto it? No time like the present...
    Let the blame be on me. Let's get gold and start deconstructing the game again. If things turn really nasty I can always do a branch from a past semi-stable version and flee there...

    P.S. No idea about diseases, either.

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  • andrewdoull
    replied
    Originally posted by Bandobras
    Let it be 60 then. Let's say it's 50 DL for you 50 CL and then 10 levels of strict endgame.
    Shall we cut a release then get onto it? No time like the present...

    Andrew

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  • thorgot
    replied
    Originally posted by Big Al
    - Stone Tell seems to be the only detection spell that is rectangular rather than circular. Intended or oversight?

    - I had a disease something like "Wit loss and ringing in the ears caused by a plague. It will naturally mutate. You can treat the symptoms for this disease or find a proper cure to get rid of it" (not sure of exact wording). And I couldn't find anyway cure it - a service of "cure disease" did nothing. I don't pretend to understand how diseases work, and I know that I've asked about them before, but shouldn't a service of "cure disease" cure this? I think I've had this problem before with Wit Loss.
    You require a rare potion of cure plague, or you need to cure both wit loss and ringing in the ears.

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  • Big Al
    replied
    - Stone Tell seems to be the only detection spell that is rectangular rather than circular. Intended or oversight?

    - I had a disease something like "Wit loss and ringing in the ears caused by a plague. It will naturally mutate. You can treat the symptoms for this disease or find a proper cure to get rid of it" (not sure of exact wording). And I couldn't find anyway cure it - a service of "cure disease" did nothing. I don't pretend to understand how diseases work, and I know that I've asked about them before, but shouldn't a service of "cure disease" cure this? I think I've had this problem before with Wit Loss.

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  • andrewdoull
    replied
    Originally posted by thorgot
    I knew it wasn't just me!

    Originally posted by big al
    I'm getting the "forgetting something we shouldn't forget" bug with what seems like about half of the {superb} egos I find. I've reported it, but it's happening a lot.
    Same. Sometimes it happened right when I entered a level with a vault.
    Just to clarify: Unangband works hard to track all the learned item abilities. If however, in the code, we accidentally learn or forget an item ability when either we did or didn't have it, we'll end up getting this message some time later.

    e.g. if you learn you have resist light, when you don't, you'll get this message later. And if you don't think you have resist fire, but you do, you'll also get this message.

    The message is caused by any bug in the item lore logic. So we're doomed to continue to get these messages until the code in question is perfect.

    Andrew

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  • Bandobras
    replied
    Originally posted by andrewdoull
    You'd end up with approximately 30 + 70/2 to 70/3 = 44 to 65 total levels. I suspect we'll end up with 50-60 levels in the long term (Bandobras wants 50 - I think 60 is more likely).
    Let it be 60 then. Let's say it's 50 DL for you 50 CL and then 10 levels of strict endgame.

    Originally posted by andrewdoull
    The problem is then balancing everything else to fit this curve.

    The easiest way to do this is have dungeon stairs descend at either 2 or 3 levels per set of stairs when you get deep. It's a nice hack that means you don't have to worry about anything else except just confusing the player.
    That's really shrewd, but fixing the various little quirks would be a programming nightmare. E.g. levels would be quite monothematic, because the cut-off point for non-levelling monsters will not take into account that levels are now 2 or 3 stories high.

    I think, in the long run, changing max level from 100 to 60 and balancing from there would incur the least work.

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  • Bandobras
    replied
    Originally posted by Big Al
    Fixed: "You have a feeling you might not be able to get back this way for a while..."
    Oh, great. I took the liberty of tweaking it a little bit further.

    Originally posted by Big Al
    As far as I know, there's only four or so storage cellars, no town, no home.
    OK, so shops would be out of character, but a home? Why not? Only push it further down...

    Originally posted by Big Al
    Really? I was 99% certain that I got everything. Once I had mapped most of it in-game, I went over dungeon.txt with a fine-toothed comb.
    You know what, you are right. The various arrows I had in mind really aren't there --- now I remember they are blocked by goblins after Sauron's return or covered by snow due to Saruman's magic, etc.

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  • thorgot
    replied
    Originally posted by Big Al
    I've gotten deep enough to explore most of middle earth with my latest character and I think that the game needs to warn you better when you're about to go somewhere that you can't return from. I know that it says it in the dungeon knowledge screen, but a "Are you sure you want to travel there, you can't come back." prompt would be nice, at least as an option. Eg. right now, I'm stuck off in the Ithilen and beyond area, not knowing that the path from the dead marshes to Ithilien was only one way. There was still stuff I wanted to explore in the western areas, but now I'm stuck here. I got stuck on the paths of the dead once by accident too - my character was way too weak to even have a chance against the guardian and there was a big jump up in monster difficulty there. Thoughts?
    I knew it wasn't just me!

    Originally posted by Big Al
    I'm getting the "forgetting something we shouldn't forget" bug with what seems like about half of the {superb} egos I find. I've reported it, but it's happening a lot.
    Same. Sometimes it happened right when I entered a level with a vault.

    Leave a comment:

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