[Announce] Poschengband 3.3.0 Released

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  • MarvinPA
    Scout
    • Jul 2013
    • 49

    Oh that reminds me, related to the addition of item stats (which are great, thanks!): I'd really love to see stats for gold. Some kind of breakdown of how much gold was found in dungeons (per dungeon?) and how much earned from selling, and then how much was spent (per shop type and per service?). Mostly this is for the entirely selfish reason that I play with no-selling and am curious to know how it compares with selling enabled - I already messed with the no-selling gold multiplier a bit but have never played with selling on so I have no feel for how close it is. I think the stats would be pretty interesting in general though.

    I might have a shot at patching this myself after my current game, but I'm still not very familiar with the codebase so I'm not sure how easy it would actually be.

    Comment

    • Roch
      Adept
      • Oct 2008
      • 104

      Ideally source-tagging would be a short note. Many players inscribe items with tags like {lagduf, 100 ft.} that are pretty succinct.

      But even your list, if limited to the source of the item, isn't quite as bad as your full description example:

      a) a Great Hammer (Holy Avenger) (8d1) (+7,+13) [+4] <+4>
      Dropped by Orfax, Son of Boldor at 550 feet (level 11).
      b) a Long Bow of Accuracy (x3) (+15,+13)
      Bought from a store.
      c) a Ring of Free Action
      Bought from a store.
      d) a Ring of Speed <+4>
      Dropped by Angamait� of Umbar at 1400 feet (level 28).
      e) an Amulet of Wisdom <+2>
      Found lying on the floor at 1100 feet (level 22).
      f) the Phial of Galadriel <+2>
      Found lying on the floor in a vault at 1400 feet (level 28).
      g) the Chain Mail of Arvedui (-2) [40,+15] <+2>
      Found lying on the floor at 1300 feet (level 26).
      h) a Cloak [1,+0]
      Dropped by a Mummified human at 1500 feet (level 30).
      i) a Wicker Shield of Resist Acid [2,+10]
      Dropped by Mughash the Kobold Lord at 1350 feet (level 27).
      j) a Hard Leather Cap of Seeing [2,+4] <+2>
      Bought from a store.
      k) a Set of Leather Gloves of Slaying (+3,+2) [1,+5]
      Bought from a store.
      l) a Pair of Ethereal Slippers of Stealth [0,+11] <+1>
      Bought from a store.

      Maybe it could be made into an option like abbreviations for resistances.

      Comment

      • mewmew
        Apprentice
        • Jul 2014
        • 83

        Still harder to read imo. If it should be added (what for honestly) it could be something like:

        a) a Great Hammer (Holy Avenger) (8d1) (+7,+13) [+4] <+4> [Orfax, Son of Boldor, Icky Cave 11]
        b) a Long Bow of Accuracy (x3) (+15,+13) [Shop]
        c) a Ring of Free Action [Shop]
        d) a Ring of Speed <+4> [Angamait� of Umbar, Angband 28]
        e) an Amulet of Wisdom <+2> [Angband 22]
        etc

        Gives more info too.

        Comment

        • mewmew
          Apprentice
          • Jul 2014
          • 83

          I just met a minor bug(?) with auto-squelch _ settings.
          I had several unidentified scrolls in my possession which actually were scrolls of identify, I didn't know it yet, but apparently the auto settings knew. I picked a ring and it automatically was identified, I lost one of those non-identified scrolls and they weren't identified on use either.

          Also I should note that '`' command is broken in two ways, it doesn't work properly on wilderness at all, it runs far past your destination, and when you use it in a dungeon it obviously knew the whole map and moves you to your destination by the shortest way even if you didn't find it yet, i.e. it doesn't use the known map only, it uses the whole floor map.

          Comment

          • grodrigues
            Rookie
            • Apr 2014
            • 22

            Originally posted by chris
            Any thoughts on how to display this info in the character dump?
            This is probably a very naive suggestion, but why not have both? Say, keep the succint, at-a glance view for in-game use, and use the verbose one for file dumps?

            Comment

            • HugoVirtuoso
              Veteran
              • Jan 2012
              • 1237

              Originally posted by mewmew
              Still harder to read imo. If it should be added (what for honestly) it could be something like:

              a) a Great Hammer (Holy Avenger) (8d1) (+7,+13) [+4] <+4> [Orfax, Son of Boldor, Icky Cave 11]
              b) a Long Bow of Accuracy (x3) (+15,+13) [Shop]
              c) a Ring of Free Action [Shop]
              d) a Ring of Speed <+4> [Angamait� of Umbar, Angband 28]
              e) an Amulet of Wisdom <+2> [Angband 22]
              etc

              Gives more info too.
              I think the game should just memorize this info. But, implementing an option to display or not display the origin might be an idea.
              My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
              https://www.youtube.com/watch?v=rwAR0WOphUA

              If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

              As of February 18th, 2022, my YouTube username is MidgardVirtuoso

              Comment

              • mewmew
                Apprentice
                • Jul 2014
                • 83

                I have an idea, it would be nice if the game showed the damage on the final blow when you die, it would be quite convenient especially in case of breathing/mana storming monsters, you could estimate their danger more accurately in future, poschengband monster recall don't tell you the damage on their breathing/magic despite it's their main source of damage.

                For instance, I recall how one my character died to Smaug and I tried to calculate the damage, at least I knew the resisted damage that time, now I have another one who died to ancient multi-hued and I cannot even estimate the damage because I don't recall exactly how much hp I had... something like 250 and 65% resist to the element which killed me which means the dragon breathed for like 750 unresisted which a bit too much/

                Comment

                • EpicMan
                  Swordsman
                  • Dec 2009
                  • 455

                  I'd like to see damage for every blow and spell, either in the attack messages or on-screen a la Sil.

                  Comment

                  • chris
                    PosChengband Maintainer
                    • Jan 2008
                    • 702

                    Originally posted by mewmew
                    I have an idea, it would be nice if the game showed the damage on the final blow when you die, it would be quite convenient especially in case of breathing/mana storming monsters, you could estimate their danger more accurately in future, poschengband monster recall don't tell you the damage on their breathing/magic despite it's their main source of damage.

                    For instance, I recall how one my character died to Smaug and I tried to calculate the damage, at least I knew the resisted damage that time, now I have another one who died to ancient multi-hued and I cannot even estimate the damage because I don't recall exactly how much hp I had... something like 250 and 65% resist to the element which killed me which means the dragon breathed for like 750 unresisted which a bit too much/
                    Breathing always does damage as a fraction of the monster's remaining hitpoints. (For the elemental breaths, it is hp/3 and poison is hp/4). I highly recommend you 'probe' any unfamiliar monsters which will reveal how many hp they have as well as what they can do. (So you would learn that that AMHD had 2100hp and could breathe for 700. Most ancient dragons have less than 1000hp so alarm bells should be going off when you notice the AMHD has 2100hp, if the description "Few live to see another" failed to instill fear ).

                    Comment

                    • chris
                      PosChengband Maintainer
                      • Jan 2008
                      • 702

                      Originally posted by EpicMan
                      I'd like to see damage for every blow and spell, either in the attack messages or on-screen a la Sil.
                      I wouldn't mind displaying the damage you took after the fact, as part of the message stream. I'm leery of adding more message spam and detest adding options, so let me think on this a bit.

                      However, I would object to displaying the potential damage amounts to the player before they experience them. Part of the fun should be learning the capabilities of monsters. Also, developing an irrational fear of certain monsters should be encouraged (as, for example, when a Great Wyrm of Chaos double breathes for 900 dam after resistance).

                      Comment

                      • mewmew
                        Apprentice
                        • Jul 2014
                        • 83

                        Originally posted by chris
                        Breathing always does damage as a fraction of the monster's remaining hitpoints. (For the elemental breaths, it is hp/3 and poison is hp/4). I highly recommend you 'probe' any unfamiliar monsters which will reveal how many hp they have as well as what they can do. (So you would learn that that AMHD had 2100hp and could breathe for 700. Most ancient dragons have less than 1000hp so alarm bells should be going off when you notice the AMHD has 2100hp, if the description "Few live to see another" failed to instill fear ).
                        Oh... I knew that breath damage is related to the current hp but I always forget it, just recently I lost a character because I let full hp Judge Fire breath at me twice in two turns... I was too low level too. I didn't know its power is calculated so universally though, it will definitely help me a lot in future :3

                        Comment

                        • chris
                          PosChengband Maintainer
                          • Jan 2008
                          • 702

                          I just uploaded Version 3.3.5. It is a very minor update on the 3.3 branch with mostly minor tweaks and a few bug fixes:

                          * Standard Artifact shooters were not getting the multiplier set on creation. Upgrading an old savefile should repair any unfairly nerfed objects.

                          * Archer classes get a ring of archery from the Wargs quest.

                          * Some possessor forms were using hp for casting purposes, resulting in infinite free healing scenarios.

                          * Added a new race: Wood Elves. These are about as strong as the original Hengband elves (removed in Chengband) and have a couple of nifty abilities.

                          * Fixed random artifact naming bug.

                          * Pets that breathe storm should no longer hit the player when they breathe.

                          * A few rods were made more powerful: Mana bolts/balls and havoc.

                          * Some new activations were added for a few ego types.

                          * Samurais now automatically concentrate when resting.

                          * Samurais now track and display spell stats.

                          * Digger weaponmaster's Industrious Mortician nerfed.

                          * Olympian drops are now more rare.

                          * Fairy egos now mask aggravation.


                          As usual source code and a full diff are available.

                          Comment

                          • debo
                            Veteran
                            • Oct 2011
                            • 2402

                            ... and disenchanter beasts now shimmer

                            Cool! A new race! I was running out of things to play, this is good timing.
                            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                            Comment

                            • AnonymousHero
                              Veteran
                              • Jun 2007
                              • 1393

                              Originally posted by debo
                              ... and disenchanter beasts now shimmer

                              Cool! A new race! I was running out of things to play, this is good timing.
                              Hmm... Berserker Wood-elf could be interesting...

                              Comment

                              • chris
                                PosChengband Maintainer
                                • Jan 2008
                                • 702

                                Originally posted by AnonymousHero
                                Hmm... Berserker Wood-elf could be interesting...
                                95% fail rate?

                                Comment

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