[Un]angband 0.6.2 beta 2 has been released!

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  • Arralen
    replied
    Originally posted by andrewdoull
    Originally Posted by Arralen
    Bards Blues :
    ... Why where all the "blows" removed from the lower bard spellbooks and replaced by throwing/shooting booster spells? Completely ruined my dwarven bard! And we already have rangers .. is there really need for another bow-wielding magic user?
    Hmm... my thinking was rogues melee, rangers shoot, bards throw... having said that - all the blows definitely appear in a bardic spellbook. It's just not one you start with... you should find it fairly early, along with a corresponding instrument.
    Andrew
    Ok, I can see some logic in that - with the hands ful of instruments, you can only throw weapons from the quiver without changing equipment.
    Yet, some bards could be quite formidable melee fighters - not all of them have the instrument speciality, btw - and the numbers in p_class.txt tell a different story anyway:

    Code:
    throw / melee / bows
    
    Warrior
    20:20:20
    50:50:50
    
    Ranger
    30:10:30
    50:30:50
    
    Thief
    40:20:20
    60:40:30  <== Thief is actually the best a throwing !!
    
    Bard
    20:20:0
    30:40:10  <== Bard can't use "shots" and throws only so-n-so.
                        Magic ment to make up for this?

    And if bards are supposed to throw - why is the first spellbook (N:543f Chords; level 5) full of "shots"? I would suggest replacing all the shots with blows (again - 'twas that way some version(s) before) and placing blows and throws into both the 1st and 2nd book (N:544f Harmonies) in equal shares, roughly, depending on levels.

    Btw., there's something strange about the songbooks anyway:
    - both low-level book range from very low level to 40. Yet, you start with the collection of "shots" which is mostly useless to a bard. Either, sort the spells by level, or make on "of blows" and the other "of throws" - and both available from start.
    - 544 says its missing 2 songs in the slots o) and p)
    - song "Sanctuary" is (lvl9) and lists "Scare Monster" (lvl5) as prerequisit.
    Yet, it's more like a "Scare Monster" boosted to range-2 combined with the spell "Sleep MonsterS" (lvl 13) reduced to range-1 - and therefore should at least be of the same level ?!

    Leave a comment:


  • Arralen
    replied
    Originally posted by Bandobras
    Crash Bug:
    Then, could you find it on Berlios and reopen with instructions on how to reproduce it? Thank you.
    #6715
    It's not from me - think I reported here on the forum. I don't think I can reopen bugs which are not "mine".
    Which files would be needed, btw. ?

    No supplies for adventurers:
    How do you mean? You can't get to Rivendell? If so, hunt in the forests a bit and fry yourself a nice goblin steak or two. Or you can just dive --- food is quite plentiful on low levels and torches can be collected from walls.
    .. no torches either .. . I managed to get the stores to restock using up most of my last torch and nearly running out of food in the sewers - not fun, really.

    Having said that, light should be guaranteed somehow. It's almost so in Hobbiton plus East Road plus the starting stash, but Rivendell has none, so one of the other Bree and Rivendell shops should carry some, I guess...
    Yes, but without food, you can't get there ... . And without food & light, you can't get down into a dungeon to make the stores restock ...

    And how am I supposed to fry myself a goblin steak as thief (e.g.) .. without a torch to set something on fire?

    Leave a comment:


  • Bandobras
    replied
    Yuck.

    Keep this man away from object.txt and dungeon.txt. (But your C snippets are quite tasty. )

    Baldir, I've got your PM and responded, but I'd miss it, indeed. BTW, doesn't the Cure Disease service work for you?

    Edit:

    Originally posted by thorgot
    Oh, I see. You have to go to Hobbiton, and then to Hobbiton rebuilt. But shouldn't I be able to skip right to the happy place?
    Any ideas welcome. In particular, why does Hobbiton need rebuilding if Saruman is dead? I suppose, without Saruman, Sauron's people would reach Hobbiton before Sauron is over. What then? Another guardian? Or give acces to Hobbiton in Ruins and Hobbiton Rebuilt right after killing Saruman? Then, how to tweak the script file?

    Originally posted by takkaria
    Hand-authored HTML all the way, just to avoid using proprietary formats.
    Hear, hear!

    Originally posted by thorgot
    Lots and lots of high level monsters still have h as their type, which is really annoying.
    Doesn't reload fix this? It does for me...

    Originally posted by Arralen
    Crash:
    If I maximize the main window and hit "l", the game crashes reliably on W2k. Any files needed ?
    PS: I think I reported that before ...
    Then, could you find it on Berlios and reopen with instructions on how to reproduce it? Thank you.

    Originally posted by Arralen
    Evil plot of M :
    Looks like M. finally found a way to get rid of those pesky adventurers who kill his minions and himself .. in a current game, he sent out some agents to buy out the general store in Bree .. no food, no torches .. no way to get any further .. . IMHO some items should be guaranteed to show up in the stores ;-)
    How do you mean? You can't get to Rivendell? If so, hunt in the forests a bit and fry or marinate yourself a nice goblin steak or two. Sleep in town during the night, if the right services are in place. Or you can just dive --- food is quite plentiful on low levels and torches can be collected from walls.

    Having said that, light should be guaranteed somehow. It's almost so in Hobbiton plus East Road plus the starting stash, but Rivendell has none, so one of the other Bree and Rivendell shops should carry some, I guess... Just like the Shrine in Rivendell carries the yummy potions (or will carry? can't remember).

    For now added lights to the Elrond's house in SVN. Perhaps it should suffice for Rivendell --- let it be unique with its absence of any '1' shop. Where to add the torches in Bree? What shop would be most flavourful to derive a unique version for Bree? Currently it's all stock...
    Last edited by Bandobras; April 10, 2008, 21:24.

    Leave a comment:


  • Pete Mack
    replied
    Originally posted by Big Al
    Is there any way to get rid of warts (aka CHR drain)? I've tried everything I can think of to cure it. I eventually looked up the spell.txt file and the only place I can find CURE_DISEASE:5 spell is currently commented out. Is there any other way to cure a general disease?

    Thanks for restoring the ***.txt edit files too.
    Well, I tried liquid nitrogen, and some kind of nasty acid. But in the end, I found yanking it out by the roots worked best.

    Leave a comment:


  • Big Al
    replied
    Is there any way to get rid of warts (aka CHR drain)? I've tried everything I can think of to cure it. I eventually looked up the spell.txt file and the only place I can find CURE_DISEASE:5 spell is currently commented out. Is there any other way to cure a general disease?

    Thanks for restoring the ***.txt edit files too.

    Leave a comment:


  • thorgot
    replied
    I thought Hobbiton was supposed to be all cheery because I killed Saruman a while ago. But it's in ruins. Those poor hobbits.

    Oh, I see. You have to go to Hobbiton, and then to Hobbiton rebuilt. But shouldn't I be able to skip right to the happy place?

    On to angband!
    Last edited by thorgot; April 10, 2008, 20:07.

    Leave a comment:


  • thorgot
    replied
    Originally posted by thorgot
    Yes, the ladder character. One of the amulets did the same thing later. (It was Dwarves or Elessar.)
    Nenya, too. Though I'm not complaining.

    Leave a comment:


  • thorgot
    replied
    Originally posted by andrewdoull
    I suspect it will - due to being identified. What class and speciality are you playing? Is this the ladder character?
    Yes, the ladder character. One of the amulets did the same thing later. (It was Dwarves or Elessar.)

    Leave a comment:


  • takkaria
    replied
    Originally posted by andrewdoull
    Fixed in SVN. Or at least partially fixed. I'm automatically generating the modding.rtf from a modding.docx and it looks like Word 2007 doesn't offer much in the way of text output formatting... suggestions?
    Hand-authored HTML all the way, just to avoid using proprietary formats.

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by thorgot
    Lots and lots of high level monsters still have h as their type, which is really annoying. For example, trying to banish beholders and demons while leaving blades of chaos and phoenixes is pretty difficult. Drolems and bone golems, too.
    Man, I'd love to figure out what is with this bug...

    It has to be one of the all time most annoying and inexplicable bugs I've seen...

    Andrew

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by Arralen
    Bards Blues :
    There was a time when mighty dwarven bards roamed Middle Earth, dealing devastating blows to those foes who answered their proud challenges.
    Now, all that is left are cowardly elven bards shooting their victims in the back during sneaky ambushes, humming their awful elvish magic while they do so ..

    Why where all the "blows" removed from the lower bard spellbooks and replaced by throwing/shooting booster spells? Completely ruined my dwarven bard! And we already have rangers .. is there really need for another bow-wielding magic user?
    Hmm... my thinking was rogues melee, rangers shoot, bards throw... having said that - all the blows definitely appear in a bardic spellbook. It's just not one you start with... you should find it fairly early, along with a corresponding instrument.

    Andrew

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by Big Al
    Thanks, and yes, all my code can be released under GPL, etc.

    PS. Bandobras, I sent this via PM - but the inbox notification is so small on these forums that I never notice when I get a message (as I'm assuming you didn't). I'll ask again here: Question regarding fixing depth_in_feet: There are a few places that it's obviously wrong (eg. "You have reached 38 foot depth in the tunnels of Lonely Mountain"), but there are lots of other spots in the game that still use just level numbers, not feet depths (eg. in the dungeon knowledge screen ('~7'), in the lower-right corner of the map, etc.).

    If you want, I could change it everywhere in the game, or just where it's obviously wrong?

    Also, there are a few words that are spelled inconsistently throughout the code: Light is spelled "Lite" 459 time, and "Light" 1206 times and armor is spelled "armor" 543 times, and "armour" 341 times. Also, "roguelike" vs. "laptop" commands is rather inconsistent. Would these be worth fixing? ("Lite" is something that's always bugged me.)
    Lite is a traditional Ben-ism, that I kind of like. I think it's more trouble than it's worth to change them at the moment - particularly as its not clear whether we should standardise on UK spelling or standardize on US spelling.

    Also, I must say that I'm not a big fan of moving all the explanations for the edit files into one big modding.rtf file. I mean, don't get me wrong, they're much better documented now (or will be in the future, it looks like) than they used to be, but it's a pain to have to start up Word every time I just want to check was a particular entry means. If you're going to put all the explanations in one file, fine, but at least keep it in a universal format like a .txt file.
    You see - this is why I like a co-collaborator. He gets to be blamed for my changes.

    Fixed in SVN. Or at least partially fixed. I'm automatically generating the modding.rtf from a modding.docx and it looks like Word 2007 doesn't offer much in the way of text output formatting... suggestions?

    Andrew

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by thorgot
    I see "The Beryl Ring of Power Narya" in a vault.

    If I somehow leave the level, will it be lost forever? And furthermore, why is it already identified?
    I suspect it will - due to being identified. What class and speciality are you playing? Is this the ladder character?

    Leave a comment:


  • Big Al
    replied
    Originally posted by Bandobras
    I've reviewed them all and they are perfect. Keep making many but small commits; that's good style. BTW, do you release your changes under GUN GPL and Angband Licence?
    Thanks, and yes, all my code can be released under GPL, etc.

    PS. Bandobras, I sent this via PM - but the inbox notification is so small on these forums that I never notice when I get a message (as I'm assuming you didn't). I'll ask again here: Question regarding fixing depth_in_feet: There are a few places that it's obviously wrong (eg. "You have reached 38 foot depth in the tunnels of Lonely Mountain"), but there are lots of other spots in the game that still use just level numbers, not feet depths (eg. in the dungeon knowledge screen ('~7'), in the lower-right corner of the map, etc.).

    If you want, I could change it everywhere in the game, or just where it's obviously wrong?

    Also, there are a few words that are spelled inconsistently throughout the code: Light is spelled "Lite" 459 time, and "Light" 1206 times and armor is spelled "armor" 543 times, and "armour" 341 times. Also, "roguelike" vs. "laptop" commands is rather inconsistent. Would these be worth fixing? ("Lite" is something that's always bugged me.)

    Also, I must say that I'm not a big fan of moving all the explanations for the edit files into one big modding.rtf file. I mean, don't get me wrong, they're much better documented now (or will be in the future, it looks like) than they used to be, but it's a pain to have to start up Word every time I just want to check was a particular entry means. If you're going to put all the explanations in one file, fine, but at least keep it in a universal format like a .txt file.
    Last edited by Big Al; April 10, 2008, 09:12.

    Leave a comment:


  • thorgot
    replied
    Lots and lots of high level monsters still have h as their type, which is really annoying. For example, trying to banish beholders and demons while leaving blades of chaos and phoenixes is pretty difficult. Drolems and bone golems, too.

    Leave a comment:

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