[Un] Unangband 0.6.2-gold released

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  • bonzo
    Scout
    • Sep 2007
    • 43

    #76
    Originally posted by lenochware
    I am just curious: Are there also monsters living in water, like in zangband? I didn't see them yet.
    I ran across some Water Orcs/Goblins during my last game. They seemed to pop out of the water itself. I believe it was in the Misty Mts. Nasty little buggers too.
    NPP(0.5.0-BETA6) D "Daith" KoRo L:36 DL:50 A+ R+ Sp w:The Two-Handed Sword of Cutur (3d6) (+18,+16) (+2)
    En/NPP(Un/Cr/Do) L H- D c-- f PV+ !s d P++ M+
    C-- S- I-- !So B-- ac GHB- SQ+ RQ V

    The Angband Code

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    • Bandobras
      Knight
      • Apr 2007
      • 726

      #77
      Originally posted by bonzo
      I ran across some Water Orcs/Goblins during my last game. They seemed to pop out of the water itself. I believe it was in the Misty Mts. Nasty little buggers too.
      Oh, now I remember, there are some water monsters in the sense they can hide in water (and possibly are not slowed even in deep water?). But they are not limited to water. I'm not sure about real fish...

      Comment

      • thorgot
        Apprentice
        • Dec 2007
        • 62

        #78
        Originally posted by Bandobras
        Is it so grave, really? Is it the one you fixed while rebalancing for 60 DL? If so, it can't be backported easily...
        Should I continue with this game (will all the uniques have this problem), compile from svn and load this game, or compile and restart?

        Comment

        • Bandobras
          Knight
          • Apr 2007
          • 726

          #79
          The dev version is not quite playable yet, and won't be for some time. A fixed gold is in the works, but it doesn't have the HP fix. I thought this is rather a minor imbalance, not a grave bug, but I've not seen the code in question...

          Edit: At least I though it's been here for a long time. So, just dive faster if the initial uniques are weak.
          Last edited by Bandobras; May 15, 2008, 17:18.

          Comment

          • thorgot
            Apprentice
            • Dec 2007
            • 62

            #80
            Originally posted by Bandobras
            The dev version is not quite playable yet, and won't be for some time. A fixed gold is in the works, but it doesn't have the HP fix. I thought this is rather a minor imbalance, not a grave bug, but I've not seen the code in question...

            Edit: At least I though it's been here for a long time. So, just dive faster if the initial uniques are weak.
            I don't remember Nar taking a single lightning beam II, or the trolls each dying to a single torch.

            But your plan sounds like a recipe for disaster. Especially since the next guardian casts paralyze. Go go go!

            Comment

            • thorgot
              Apprentice
              • Dec 2007
              • 62

              #81
              I seem to remember being unable to read books like Tricks and Bushcraft, but suddenly I can. Bug, was it always this way, is this a perk for hobbits? Was this what I was missing out on for choosing Wizardry as my specialty? If so, I feel very silly.

              Comment

              • andrewdoull
                Unangband maintainer
                • Apr 2007
                • 872

                #82
                Originally posted by Bandobras
                Is it so grave, really? Is it the one you fixed while rebalancing for 60 DL? If so, it can't be backported easily...
                It's not worth it. Basically, monsters with higher ac had fewer hit points than I intended.

                Andrew
                The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                In UnAngband, the level dives you.
                ASCII Dreams: http://roguelikedeveloper.blogspot.com
                Unangband: http://unangband.blogspot.com

                Comment

                • andrewdoull
                  Unangband maintainer
                  • Apr 2007
                  • 872

                  #83
                  Originally posted by thorgot
                  I seem to remember being unable to read books like Tricks and Bushcraft, but suddenly I can. Bug, was it always this way, is this a perk for hobbits? Was this what I was missing out on for choosing Wizardry as my specialty? If so, I feel very silly.
                  It is based on whether or not you picked a speciality.

                  Andrew
                  The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                  In UnAngband, the level dives you.
                  ASCII Dreams: http://roguelikedeveloper.blogspot.com
                  Unangband: http://unangband.blogspot.com

                  Comment

                  • lenochware
                    Rookie
                    • Apr 2008
                    • 15

                    #84
                    More like it. With charges? Or like rods with charging?

                    Well, personally, I would like altairs working like wands with charges.

                    Btw. I don't see many differences between staff and wand in angband (although in unagband I saw few staves useful as weapons). I have idea of staff as main tool for wizards (as sword and bow for wariors) - with possibility activate it, do magical effects if mage hit something with staff, memorize selected spells into staff (with runes?), easy enchanting of the staff, more charges than wand....


                    With multiple, easily accessed dungeons, most very short (or will get shorter soon) and with depth limited to 60 I don't think it's so much fun as in O or other variants.

                    Yes, that's right.


                    Good idea with the fishing. But you also occasionaly get corpses of killed water monsters (fishes?), so it's a bit a duplicate feature.

                    Ah, you can get things from water already? Great! (I was thinking about edible fishes - ie. food, but spreading water-related things into water (as corpses of water monsters) is better.)

                    Comment

                    • andrewdoull
                      Unangband maintainer
                      • Apr 2007
                      • 872

                      #85
                      Originally posted by lenochware
                      More like it. With charges? Or like rods with charging?

                      Well, personally, I would like altairs working like wands with charges.
                      Not going to happen. Altars are intended for priests to learn spells from.

                      That is, there is nothing stopping another 'wand-like' feature e.g. thrones.

                      Andrew
                      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                      In UnAngband, the level dives you.
                      ASCII Dreams: http://roguelikedeveloper.blogspot.com
                      Unangband: http://unangband.blogspot.com

                      Comment

                      • lenochware
                        Rookie
                        • Apr 2008
                        • 15

                        #86
                        Originally posted by andrewdoull
                        Not going to happen. Altars are intended for priests to learn spells from. That is, there is nothing stopping another 'wand-like' feature e.g. thrones.
                        Andrew
                        I see. Yes, or magic circles or so..

                        btw. New terrain features are really great! I cooked meat on burning floor. )

                        Comment

                        • Arralen
                          Swordsman
                          • May 2007
                          • 309

                          #87
                          Sleeping monsters and shallow pits ..

                          I have reverted back to "unangband-062-beta2", but I haven't seen anything that the following behaviour has been changed:


                          High-Elf Warrior Mage (Style: unarmed ... don't ask ) .. moves through a tunnel of "shallow pits". At the end of the tunnel, she casts "Detect Monsters" .. and detects a sleeping ranger 2 squares behind her !

                          Obviously, she just moved through the square were the ranger is sleeping and didn't notice him .. and I moved her back and forth right over the ranger several time and nothing happened. Zapped a _Light over his head, still nothing !! After running around and smashing some novice shaman for some time, the range awoke and blinked away ... .
                          Looks like any sleeping monster is completely hidden in shallow pits for unlimited time.

                          And the same seems to be true for items that are dropped into shallow pits: hidden and therefore gone foreever, as items tend not to wake up no matter how long you jump up and down next to them ...
                          No, I don't have a clue 'bout C, and I'm not starting my own variant.
                          Never. Ever.

                          Comment

                          • Bandobras
                            Knight
                            • Apr 2007
                            • 726

                            #88
                            Originally posted by Arralen
                            High-Elf Warrior Mage (Style: unarmed ... don't ask )
                            ;D

                            Originally posted by Arralen
                            .. moves through a tunnel of "shallow pits". At the end of the tunnel, she casts "Detect Monsters" .. and detects a sleeping ranger 2 squares behind her !

                            Obviously, she just moved through the square were the ranger is sleeping and didn't notice him .. and I moved her back and forth right over the ranger several time and nothing happened. Zapped a _Light over his head, still nothing !!
                            He is hidden in the pit, so the light can't reach him. Depending on the monster they may hide in various terrain, some trolls in rock, some monsters in water, many (all?) monsters in pits. When they are hidden, the only way I figured I can reach them is with '+ direction'.

                            On more thing I've discovered recently is I can run over monsters on any terrain (at least sleeping ones?) if I 'run direction' over them, instead of 'move direction'. Quite handy in some tactical situations, if I only remembered to use it...

                            Originally posted by Arralen
                            And the same seems to be true for items that are dropped into shallow pits: hidden and therefore gone foreever, as items tend not to wake up no matter how long you jump up and down next to them ...
                            I have no clue. They can be found nearby in case of water and tall grass. Perhaps they teleport to somewhere on the level from the pits? I don't know the particular code.

                            Comment

                            • Big Al
                              Swordsman
                              • Apr 2007
                              • 327

                              #89
                              Originally posted by Bandobras
                              On more thing I've discovered recently is I can run over monsters on any terrain (at least sleeping ones?) if I 'run direction' over them, instead of 'move direction'. Quite handy in some tactical situations, if I only remembered to use it...
                              I use this a lot, though mostly by accident. It can be kind of painful if I'm fighting a bunch of monsters in a doorway, and accidentally push through one of them, and find myself surrounded.

                              He is hidden in the pit, so the light can't reach him. Depending on the monster they may hide in various terrain, some trolls in rock, some monsters in water, many (all?) monsters in pits. When they are hidden, the only way I figured I can reach them is with '+ direction'.
                              I'll have to try that "+ direction" trick - in a previous game, I was trying to fight the Master of Earth, but he was hidden in some mud, so I couldn't attack him. And because he's so sluggish, he just wouldn't ever wake up, no matter what I did. I had to just leave him there sleeping in the end.
                              Come play Metroplexity!
                              Un, V MX H- D c-- f- PV s- d+ P++ M+
                              c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+

                              Comment

                              • Bandobras
                                Knight
                                • Apr 2007
                                • 726

                                #90
                                Originally posted by Big Al
                                that "+ direction" trick
                                It's the same trick as when you want to hit an invisible monster with melee in V, but not to advance in that direction in case you misjudged the location of the monster (in that case it says about swinging around in at the empty air or some such). I even think that invisible monsters are hidden in air and in walls in exactly the same way that the ranger in the pit or Stone Trolls in stony floor. If I'm right, you run over any sleeping invisible monsters and perhaps even over non-sleeping ones if you don't see them or if they lurk instead of emerging from hiding (if there is such a distinction in any other case than when sleeping).

                                Comment

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