[Announce] Poschengband 3.3.0 Released

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  • debo
    replied
    If chris can write code that takes into account all possible bookkeeping that will be needed in future releases of a particular application, he has a very bright future ahead of him If this is the case, I want a room in your future yacht, chris!

    Leave a comment:


  • chris
    replied
    Originally posted by HugoTheGreat2011
    I just upgraded my 3.3.2 Possessor (Hugo$oul 1446) to 3.3.3 and immediately noticed that my object statistics tracking is completely blank?? Does this only track items that are found from 3.3.3 onwards? AND YES, I did make a backup of my Possessor.
    Yup. Tracking required adding new code so anything found before 3.3.3 won't be noticed.

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  • HugoVirtuoso
    replied
    Originally posted by chris
    Since I'm trying to take a short development break, I release 3.3.3 here:

    This release adds new object statistics tracking. You can view stats in game with the ~2 and ~i options (for objects and egos, respectively) and information is also added to your character dumps. This information should help me get a better handle on how many resources are being found, used, destroyed, etc and should assist in future game design.

    Other minor changes include:
    * The player Knock Out code has been totally reworked. In general, getting KO'd will mean the player loses 1 or perhaps 2 turns, but will wake up heavily stunned still.

    * Dual wielding weapon weight sensitivity has been decreased for certain classes (Warrior, Samurai, Blood-Knight, etc). This means they can dual wield heavier weapons more easily, but also means the benefits from dual wielding light weapons are also lessened.

    * Wilderness monsters are now generated awake when the player is ambushed. It seemed weird to get ambushed by sleeping monsters

    * The player is no longer automatically "aware" of ego items. This means the first time you find a Pattern weapon, you won't know anything about what it does. Once you *identify* it, however, the ego type in question gets marked as "aware" so the next time you find one, you will know about the common ego attributes (but not the extra powers, of course).

    As usual, source and changes are available.
    I just upgraded my 3.3.2 Possessor (Hugo$oul 1446) to 3.3.3 and immediately noticed that my object statistics tracking is completely blank?? Does this only track items that are found from 3.3.3 onwards? AND YES, I did make a backup of my Possessor.

    Leave a comment:


  • chris
    replied
    Since I'm trying to take a short development break, I release 3.3.3 here:

    This release adds new object statistics tracking. You can view stats in game with the ~2 and ~i options (for objects and egos, respectively) and information is also added to your character dumps. This information should help me get a better handle on how many resources are being found, used, destroyed, etc and should assist in future game design.

    Other minor changes include:
    * The player Knock Out code has been totally reworked. In general, getting KO'd will mean the player loses 1 or perhaps 2 turns, but will wake up heavily stunned still.

    * Dual wielding weapon weight sensitivity has been decreased for certain classes (Warrior, Samurai, Blood-Knight, etc). This means they can dual wield heavier weapons more easily, but also means the benefits from dual wielding light weapons are also lessened.

    * Wilderness monsters are now generated awake when the player is ambushed. It seemed weird to get ambushed by sleeping monsters

    * The player is no longer automatically "aware" of ego items. This means the first time you find a Pattern weapon, you won't know anything about what it does. Once you *identify* it, however, the ego type in question gets marked as "aware" so the next time you find one, you will know about the common ego attributes (but not the extra powers, of course).

    As usual, source and changes are available.

    Leave a comment:


  • MarvinPA
    replied
    Autoidentify seems to work even when you haven't actually identified your scrolls of identify yet (also, autoidentify is a really great thing).

    Leave a comment:


  • poschengbandplayer
    replied
    Originally posted by Fnord
    Indeed!

    Actually, that reminds me - I think I had 20+ !*heal* and !life shattered by various bolts from trash mobs so far... another thing I'd be curious about.

    Still alive and kicking and slowly building up !*heal*/!life again. Not too many hard uniques left, which is what kept my stock going back down. I should update...



    That goes without saying! While not a professional developer myself, I know enough about developing games, especially with 20+ years old legacy code bases hacked together by dozens of people of varying degree of skill to understand that achieving something that sounds trivial at first glance might be a complete nightmare.

    And that's not even considering that it's your game, really. You owe us nothing, we owe you thanks!

    That said, I'll keep posting whatever comes across my brain. Even if there's nothing you pick up on, it might be something others would find useful for their variant or bring others to other ideas for improvements.
    Totally aggree,thank you very much Chris.
    On a side note.Recently I lost a demigod(athena) psion who had found a power dragon scale mail and the golden crown of amber in under 1 hour of gameplay.I got instakilled by clones of locke half an hour later.imagine my feelings lol
    While i'm not saying i never ever won't play a *band game again,i will take a big,big break from any band game in particular.Time to hibernate for the decades to come.

    Thanks again!
    ***hibernates***
    Edit:
    Ps:here are some further ideas of mine
    You gave players the ability to identifiy all their stuff with pressing * when sufficient identify charges are available.How about to give the same ability to mages and magic eaters too?
    make the ent player race like the ent monster race(posessor),being able to have flexible slots.
    about wanted monsters:Make them instead of dropping their corpse,drop a *bodypart*.It is just so mindboggingly insanse,imagining my char carrying atlas the titan in his backpack.I would suggest you to make them drop *heads*.(headhunter,anyone?).This would also take care of the posessor start scumming.
    bye!

    Leave a comment:


  • Fnord
    replied
    Originally posted by chris
    For example, it'd be nice to know how many Healing potions a certain warrior has been quaffing
    Indeed!

    Actually, that reminds me - I think I had 20+ !*heal* and !life shattered by various bolts from trash mobs so far... another thing I'd be curious about.

    Still alive and kicking and slowly building up !*heal*/!life again. Not too many hard uniques left, which is what kept my stock going back down. I should update...

    Originally posted by chris
    In case it is not obvious, I tend to cherry pick suggestions for implementation, mostly on the basis of how hard something is to achieve. So if I don't implement a suggestion, that doesn't mean the idea was not a good one.
    That goes without saying! While not a professional developer myself, I know enough about developing games, especially with 20+ years old legacy code bases hacked together by dozens of people of varying degree of skill to understand that achieving something that sounds trivial at first glance might be a complete nightmare.

    And that's not even considering that it's your game, really. You owe us nothing, we owe you thanks!

    That said, I'll keep posting whatever comes across my brain. Even if there's nothing you pick up on, it might be something others would find useful for their variant or bring others to other ideas for improvements.

    Leave a comment:


  • Arjen
    replied
    Originally posted by chris
    ..., that doesn't mean the idea was not a good one.
    It just shows how lazy the maintainer is. (and that for the most active maintained variant)

    Leave a comment:


  • chris
    replied
    I'd like to do some work on tracking object stats, mostly because this is useful for design purposes. For example, it'd be nice to know how many Healing potions a certain warrior has been quaffing

    In case it is not obvious, I tend to cherry pick suggestions for implementation, mostly on the basis of how hard something is to achieve. So if I don't implement a suggestion, that doesn't mean the idea was not a good one.

    Leave a comment:


  • Fnord
    replied
    A couple of suggestions:

    * Add "{unidentified}" tag to rings and amulets, similar to light sources.
    * For Magic Eaters, have the wand/staff/rod menu default to the last chosen category, with * or some other key going back to category selection.
    * Show reforge value in home
    * Show all stats or at least all flags in ~9
    * Hightlight items with currently missing resists or other flags in home and inventory.
    * Display damage done in combat messages (both for melee and spells), at least optionally.
    * Make ESP useful: To distinguish from ~tele, allow it to display actual monster hit points for that category (similar to probing)
    * Track more stats! These also could go into char dumps. For instance:
    ** How often was each spell cast?
    ** How much damage was done with each spell total?
    ** Which weapons and other gear was used? Perhaps just "record" it if it ever was in use while dealing damage so quick "try it out" doesn't spam it.
    ** All !art creation and reforge results
    ** How many turns did it take to kill uniques? Reset on leaving level, but do count teleport etc.
    ** How many potions, scrolls, wand charges etc were used?

    Leave a comment:


  • Arjen
    replied
    Found an interesting item. Dragon Boots of the Fairy with vulnerable to Dark and resist Dark. It show's as a - in the Char screen. (But applies both -50% and +50%, making it 0%.)

    Leave a comment:


  • Fnord
    replied
    Originally posted by chris
    Perma curse prevents using it as a swap item. You should never equip a terrible item without first *identifying* it
    If that's the goal, why not allow taking it off in (a specific) town?

    Leave a comment:


  • Arjen
    replied
    Originally posted by HugoTheGreat2011
    Is the learning rate the same for both uniques and non-uniques?


    I don't think all classes pseudo-id terrible armour right away. Take Wild-Talents, for example.
    I would guess so Hugo, Chris is that evil. And I *never* equip unid stuff as some items can really ruin you. But with Beruthiel I normally just checked how much hp I would get wielding it, if it was too low I would store it in my house until I would get more and try again. Perma curses remove this option.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by chris
    Mimics have a 5% chance to learn, so yeah, you need to get lucky.
    Is the learning rate the same for both uniques and non-uniques?

    Perma curse prevents using it as a swap item. You should never equip a terrible item without first *identifying* it!
    I don't think all classes pseudo-id terrible armour right away. Take Wild-Talents, for example.

    Leave a comment:


  • Arjen
    replied
    Originally posted by chris
    Mimics have a 5% chance to learn, so yeah, you need to get lucky.
    Ahh thx, so it's not just me that I'm still stuck in my form I got 20 levels ago, multi Z. Doing a weird (equipment based) monster challenge. But failed Athu, some Ents, shoggots and alikes. But actually running out of time, 1 more level and I stop gaining exp.

    Leave a comment:

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