[Announce] PosChengband 6.0.0 Released

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #61
    I don't think that would properly be a unique, however. As I recall, they come in hundreds.
    Originally posted by HugoTheGreat2011
    Future Unique:
    How about making a namesake unique named Hugo the Great or Hugo the Tonberry...that moves like the Zombified J and hits *extremely hard* for *YUGE* damage in the late game?

    Comment

    • Patashu
      Knight
      • Jan 2008
      • 528

      #62
      Originally posted by Pete Mack
      I don't think that would properly be a unique, however. As I recall, they come in hundreds.
      One user has liked this post: Patashu
      My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2627

        #63
        So rod:beam of light damages everything now? deliberate change or bug?

        Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
        Last edited by wobbly; April 7, 2017, 17:14.

        Comment

        • murphy
          Adept
          • Sep 2009
          • 101

          #64
          Originally posted by wobbly
          So rod:beam of light damages everything now? deliberate change or bug?

          Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
          that was true in past versions too (5.0.x for sure)

          Comment

          • GenericPseudonym
            Apprentice
            • Jan 2016
            • 91

            #65
            Originally posted by wobbly
            So rod:beam of light damages everything now? deliberate change or bug?

            Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
            This has always been the case. There are two kinds of light damage: "weak light" (as from a wand of light, staff or spell of illumination, or staff of starlight), which only damages light-vulnerable creatures like orcs, and then normal "light" (as from the rod of beam of light, the staff of starburst, the hound/dragon breath, etc etc etc) which damages everything and simply does MORE damage to light-vulnerable things.

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2627

              #66
              Ah ok the rod & the wand have the same name, so I've always assumed their the same. Thanks.

              That juggernaut of Khorne guardian, it'll just sit there if you use a shooter.

              Comment

              • clouded
                Swordsman
                • Jun 2012
                • 268

                #67
                Originally posted by chris
                giving recall access to all dungeons from the start allowing you to bypass the guardians
                What do guardians achieve though? The player shouldn't be stopped from going to DL60 before they can survive 450 damage breath attacks, that encourages boring and safe play. It's not like you can't dive in Angband to DL98 at level 35 if you want to. I removed dungeon guardians from my copy of the game, I think they are actively bad for gameplay.

                Comment

                • HugoVirtuoso
                  Veteran
                  • Jan 2012
                  • 1237

                  #68
                  Originally posted by clouded
                  What do guardians achieve though?.... I think they are actively bad for gameplay.
                  I think Chris wanted to reduce the likelihood of becoming too powerful too early in the game. i.e. game balance in his terms. What can I say.... But also, the entrance guardian idea came from me, apparently. Why? This was actually a normal part of Zangband 2.7.4-2.7.5 and Z+Angband dungeon encounters. e.g. think of Great Wyrms guarding a dlvl 80 dungeon. I was impressed about the idea because it added suspense and strategic component to the game to make players pay attention more. I liked the idea ever since Chris implemented those entrance guardians. That said, to each their own.

                  On a different note, here's a YouTube of the Running the World Map bug (i.e. SHIFT+DIRECTIONAL KEY on the WORLD MAP) I found in 6.0.3 (probably in all older versions of PosChengband too):



                  Notice that doing this doesn't probably elapse Game Time (look at how I get to Mt Olympus and then "cross country", etc.) and, more significantly, DOESN'T trigger wilderness ambushes at all!!
                  Last edited by HugoVirtuoso; April 8, 2017, 09:00.
                  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

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #69
                    Dungeon guardians do the opposite: they force you to become powerful too early in the game.

                    Originally posted by HugoTheGreat2011
                    I think Chris wanted to reduce the likelihood of becoming too powerful too early in the game. i.e. game balance in his terms. What can I say.... But also, the entrance guardian idea came from me, apparently.

                    Comment

                    • GenericPseudonym
                      Apprentice
                      • Jan 2016
                      • 91

                      #70
                      Originally posted by Pete Mack
                      Dungeon guardians do the opposite: they force you to become powerful too early in the game.
                      It's true: dungeon guardians force the player to go more slowly and level up in safer areas instead of e.g. diving straight into Dragon's Lair as soon as they own a -detectmons

                      I think the removal of the (pretty inaccurately named) ironman_quests option does this too. If you can't leave a random quest without failing it, you're encouraged not to go down to the quest floor in the first place until you're strong enough for every possibility, whereas before with the option enabled you could potentially dive much deeper into Angband and only stop when you found a quest monster you couldn't fight.

                      Comment

                      • HugoVirtuoso
                        Veteran
                        • Jan 2012
                        • 1237

                        #71
                        6.0.3 bug (can be severe):
                        Entering a wilderness Temple '4' crashes the game to desktop. i.e. "gruesome bug"

                        I have the savefile ready here if anyone wants to test.

                        I used HJSplit (http://www.hjsplit.org) to split the savefile (into 4 files, heh) to even meet oook.cz forum filesize limits. To open my savefile, here's what you need to do:

                        1) Download all 4 files (these are 4 parts to 1 file)
                        2) Rename files EXACTLY as follows --

                        Heritage 107a.zip => Heritage 107.001
                        Heritage 107b.zip => Heritage 107.002
                        Heritage 107c.zip => Heritage 107.003
                        Heritage 107d.zip => Heritage 107.004

                        **These are not actual zip files. I put a .zip file extension to allow these to upload onto the angband.oook.cz forum**

                        3) Download and extract HJSplit (http://www.hjsplit.org)

                        4) Run HJSplit, click on "Join", locate 'Heritage 107.001', and then the 4 parts (.001 - .004) will be combined into 'Heritage 107' which you can then load with PosChengband 6.0.3
                        Attached Files
                        Last edited by HugoVirtuoso; April 8, 2017, 21:49.
                        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

                        • HugoVirtuoso
                          Veteran
                          • Jan 2012
                          • 1237

                          #72
                          More 6.0.3 bugs:
                          1) Saw this one on wobbly$oul001's chardump comments (http://angband.oook.cz/ladder-show.php?id=20511):

                          "On 7.4.2017 21:49 wobbly wrote:
                          Locations for quests in possession history are listed wrongly"

                          2) Apparently, there's some kind of bug with un-IDed ammo:

                          Check this out:


                          ...
                          You see 23 Bolts (3d5).
                          You get 23 Bolts (3d5).
                          Quantity (1 to 23): 23
                          Really sell 23 Bolts (3d5) for 2254 gp? [y/n] => y. You sold 23 Bolts
                          of Endurance (3d5) (+5,+2) for 2254 gold.
                          You have nothing to sell. (x2)

                          Again...I didn't even ID those Bolts prior to selling!!
                          Last edited by HugoVirtuoso; April 8, 2017, 22:13.
                          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

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            #73
                            @Hugo--
                            you'd do better to just zip the original file. Compressed save files fit on the forum just fine.

                            Comment

                            • HugoVirtuoso
                              Veteran
                              • Jan 2012
                              • 1237

                              #74
                              Originally posted by Pete Mack
                              @Hugo--
                              you'd do better to just zip the original file. Compressed save files fit on the forum just fine.
                              Apparently, it didn't fit...because the actual zipfile of that Heritage 107 save was ~105 KB, which exceed the limit of 97.5KB. I'm using WinRAR btw. If there is a better substitute let me know.
                              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

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                #75
                                What a pain! less than 10% too big.

                                Try 7zip. It has a notably better compression ratio than zip, and it's a more standard program than winRAR. zip -9 does do somewhat better than the default.

                                Comment

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