[Announce] PosChengband 4.0.0 Released

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  • krazyhades
    replied
    I should revert the dice change in my local copy because it was 10000x more fun with the old dice...or rather, die. I don't see any reason for the alteration.

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  • HugoVirtuoso
    replied
    Originally posted by Regalia
    What about that silly weapon for the lazy personality? Is that even still in the game?
    It IS still in the game (in 4.0.0!), though chris made a slight modification to the weapon dice.

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  • Regalia
    replied
    What about that silly weapon for the lazy personality? Is that even still in the game?

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  • wobbly
    replied
    Originally posted by MarvinPA
    I think heavy lances are the one notable exception for maulers - they're 40lb, and I think they're the only weapon type where you might still want to pick up an average/good one when they'd normally be autodestroyed (since you can buy plain lances at 30lb in the shop, and I don't think there are any other particularly good plain heavy weapons). Scythes of Slicing are 25lb so probably not particularly good.

    (But yeah, something like "~weapons More Weight Than 30" looks like a better way of doing it anyway, that's neat.)
    Thanks to both of you. Yeah I've looked it up in the help & I can set be weight, so good. Found a great hammer (30lbs & better damage then the lance) & looked in the proficencies: There's a mighty hammer (probably doesn't come in ordinary though), a great axe(? lbs) & the heavy lance. It's a shame blades of chaos don't come in a heavy form but I guess there's always (armageddon) blades of chaos.

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  • MarvinPA
    replied
    I think heavy lances are the one notable exception for maulers - they're 40lb, and I think they're the only weapon type where you might still want to pick up an average/good one when they'd normally be autodestroyed (since you can buy plain lances at 30lb in the shop, and I don't think there are any other particularly good plain heavy weapons). Scythes of Slicing are 25lb so probably not particularly good.

    (But yeah, something like "~weapons More Weight Than 30" looks like a better way of doing it anyway, that's neat.)
    Last edited by MarvinPA; January 3, 2016, 18:38.

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  • Regalia
    replied
    Originally posted by wobbly
    I'm having trouble with auto-squelch settings for maulers. Normally I'd just be auto-squelching average/good weapons at this stage but I'd like to keep any over 30lb weapons for potential reforge. Trouble is I don't know what weapons come at that weight. Also unsure if you can reforge on a scythe of slicing (or whether it's even heavy enough to be useful).
    I have never used it, but there is an option:

    More Weight Than NN

    in the "The Mogaminator".

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  • caruso
    replied
    Originally posted by Killzemallgod
    I just went naming everything hlp and what not, shame that the help stuff is broken. I guess I'll need to look up the keybindings out of game.

    Thanks everyone for the help.
    I only know the very basics of compiling, but perhaps yyt16384's suggestion makes things easier:

    There are some compile errors here saying that there are conflicting declarations of usleep and putenv. Removing the declarations makes it compile.

    lib/help/Makefile also looks outdated.

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  • wobbly
    replied
    Also if you like recharge on the go, rather then resting, carry 2 or 3 till you find a bigger id staff. Outside the early game they are cheap & can simply be dungeon dumped if you need to clear inventory space. 2 is more then double the charges, because if you alternate they both recharge.

    Edit: Or turn off auto-id for devices & just aim them at a wall.

    I'm having trouble with auto-squelch settings for maulers. Normally I'd just be auto-squelching average/good weapons at this stage but I'd like to keep any over 30lb weapons for potential reforge. Trouble is I don't know what weapons come at that weight. Also unsure if you can reforge on a scythe of slicing (or whether it's even heavy enough to be useful).
    Last edited by wobbly; January 4, 2016, 20:56.

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  • Regalia
    replied
    Originally posted by Exo
    [...]I can't stand the time it takes for a staff of identify to recharge [...]

    Let me know if I'm missing an obvious alternative that makes identifying items more bearable. I'm already only identifying artifacts,rings and wands/staves/rods.
    Here it is (I keep posting this as if it were some panacea for all poscheng ills):

    A:\e\e\eR100\r
    P:\t

    Press a few times and you've got your charges back. Also, there are id staves with 20-30 charges, just not right away.

    Sadly, you can't use the * notation with *Identify* staves :/. So that actually is something I'd like to see in the game.

    Edit: honestly, it's much easier now. In pcb35 before finding ~10 perception rods I'd pretty much recall every time I got a bag full of excellent items then id in bulk via town services.
    Last edited by Regalia; January 3, 2016, 15:33.

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  • Exo
    replied
    Given the current ID-end-game, Scrolls of ID are definitely not common enough in shops and in dungeons (I can't stand the time it takes for a staff of identify to recharge so I usually just take a bunch of scrolls of ID with me).
    They should probably be sold by shops in big stacks similar to teleport scrolls which come in stacks of 45+.

    Right now ID scrolls usually show up in stacks of 5-15 which is definitely not enough given how many rings, wands etc there are to identify.
    Another option would be to give the ID staves a higher regen because with +25 speed it takes over 700 turns to get a single recharge out of one.

    Let me know if I'm missing an obvious alternative that makes identifying items more bearable. I'm already only identifying artifacts,rings and wands/staves/rods.

    Leave a comment:


  • HugoVirtuoso
    replied
    Originally posted by wobbly
    Perhaps. Was it like this: You sold 24 bolts of wounding (1d5) (+9,+9) for 9984 gp? Heck, maybe it was but I don't remember it being that much.

    Chr 14 - Drac Rogue
    I noticed this not long ago with Hugo$oul 8320. Apparently, the ammo selling bug happens to this extent only(?) with ammo of wounding.

    I noticed lately with a recent Compo 183 dude (it's #221 and not posted) that after carrying excessive weight exceeding the slow down speed of -99 do not speed up hunger. Apparently, the game caps excessively slow speeds at -99. Now, I actually really need to further test if slow speeds from -1 to -99 speed up hunger or not.
    Last edited by HugoVirtuoso; January 1, 2016, 10:10.

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  • Killzemallgod
    replied
    Originally posted by nikheizen
    To solve this, I edited poschengband/lib/help/Makefile to not look for files which don't exist. The help files are broken at the current time as far as I can tell.
    I just went naming everything hlp and what not, shame that the help stuff is broken. I guess I'll need to look up the keybindings out of game.

    Thanks everyone for the help.

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  • nikheizen
    replied
    Originally posted by Killzemallgod
    That just made another error.... I'll try the same here, not sure if it'll make a difference.
    Yeah you want to comment that out as well.

    Originally posted by Killzemallgod
    Theres also a issue with it trying to get attack.hlp and other files in /lib/help
    To solve this, I edited poschengband/lib/help/Makefile to not look for files which don't exist. The help files are broken at the current time as far as I can tell.

    Leave a comment:


  • Killzemallgod
    replied
    That just made another error.
    Code:
    main-x11.c:128:13: error: conflicting types for ‘usleep’
     extern void usleep(int);
                 ^
    In file included from h-system.h:96:0,
                     from h-basic.h:22,
                     from angband.h:19,
                     from main-x11.c:101:
    /usr/include/unistd.h:460:12: note: previous declaration of ‘usleep’ was here
     extern int usleep (__useconds_t __useconds);
                ^
    Theres also a issue with it trying to get attack.hlp and other files in /lib/help
    I'll try the same here, not sure if it'll make a difference.
    Last edited by Killzemallgod; December 24, 2015, 22:40.

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  • Nick
    replied
    Originally posted by HugoTheGreat2011
    What does 'commenting out lines' mean?
    The compiler ignores lines marked as comments, like this:
    Code:
    /* Comment */
    or this
    Code:
    //Comment
    so a good way to temporarily remove a line of code is to mark it as a comment.

    Leave a comment:

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