Do you mean monsters can't reach player and player cannot return to the world map due to nearby monsters? I will look into how hard it will be to restrict mountain ambushes to flying monsters.
It damages you, summons high-level monsters and invokes the TY Curse. I think it's bad enough as-is.
Updated in 0.3.5
Any could have been and statistically most would have been, although of course *I* didn't get any ridiculous rolls in the test chars I had that were high enough level to get self-knowledge.
Basically instead of your life rating being forced to range from 87 to 117 it was generated between 87 and 87+117.
This is fixed in 0.3.5
Oposband 0.3 Release
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This:
Wilderness encounters can be found embedded within wilderness mountains. Can completely block out monsters from generating or prevent players from accessing it because of mountain terrains. Known bug for a long time.
The chaos' patrons' 'Die Mortals gift doesn't cause confusion. Maybe it should?
Also:
The Oposband helpfiles need updating to reflect the options that have added or removed.
So:
When ster found that bug, were all character combo life ratings impacted?Last edited by HugoVirtuoso; May 21, 2020, 12:32.Leave a comment:
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Ugh, Ster found a bug in the life rating calculation where instead of 87 + 0-30 (resulting in the same range found today, if a different distribution), it was 87 + (0-3+87), resulting in way too many HP.
I have updated this in master. I guess there will be a new 0.3.5 fixing this.Leave a comment:
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More requests from me:
How about this plot loadout (I apologize for the lack of better phrasing)?
- nuke towns if we fail to save them from scary horrors? Like an all-out Ragnorak end-game event?
I took this suggestion from ToME because a certain failed quest (in ToME) will destroy one of the towns, keeping-in-theme with LOTR lore. Which quest specifically? It's the Last Alliance quest in Minas Anor.
Also - since you're striving for big, interesting changes: How about adding more Viking Norse mythology folklore than it already has? Add dungeons of Asgard? Midgard? Scripted events?Leave a comment:
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We will get there in the endimitator.o: In function `imitator_get_class':
/home/angband/games/oposband/0.3.4/src/imitator.c:201: multiple definition of `imitator_get_class'
imitator.o:/home/angband/games/oposband/0.3.4/src/imitator.c:201: first defined here
collect2: error: ld returned 1 exit status
Makefile:23: recipe for target 'oposband' failedLeave a comment:
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No problem. Fixed in master.
This didn't even register a warning in Visual Studio 2019 but it might just be masked by _CRT_SECURE_NO_WARNINGS or some other directive.Leave a comment:
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The makefiles work now.
Sorry I could fix this myself if I put my mind to it and send you a pull request like a helpful person I am just not running on a surfeit of energy of late.Compiling rooms.c...
rooms.c:4497:12: error: static declaration of ‘generate_table_room’ follows non-static declaration
static int generate_table_room(int y1, int x1, int y2, int x2)
^~~~~~~~~~~~~~~~~~~
In file included from angband.h:52:0,
from rooms.c:14:
rooms.h:232:12: note: previous declaration of ‘generate_table_room’ was here
extern int generate_table_room(int y1, int x1, int y2, int x2);
^~~~~~~~~~~~~~~~~~~Leave a comment:
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OK, I fixed the other missing file references but missed that one. Fixed in master. You can also just remove "mspells3.o blue_mage.o" from line 40 of Makefile.srcLeave a comment:
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okay this time we have
just changing the references to frogcomposband in the makefiles can't fix this we need the correct lists of source files in Makefile.src and suchEntering directory src
Generating dependencies...
make[4]: *** No rule to make target 'mspells3.c.dep'. Stop.
Failed to generate dependencies!Leave a comment:
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Oposband 0.3.4 release
Oposband 0.3.4 is released.
This includes mostly bugfixes from 0.3.3.
-Destruction now works on the surface, but is much weaker as there is no ceiling to collapse.
-Imitators now use HP to cast double revenge. They might actually be working now.
-The '<' and '>' commands work interchangeably for taking staircases or switching between normal and world maps. Help points new players to just use '>' and lists '<' as an alternate key for that command.
-Help now documents that showing quest info is 'Q' and quitting is Control+Q, and viewing old messages is 'P' in regular command set.
-Some messages refer to feeling things instead of seeing them if the player is blind.
-All files should refer to Oposband and not FrogComposband or Composband, unless it makes sense to.
Windows binary: https://github.com/EpicMan/Oposband/...band.0.3.4.zip
Github: https://github.com/EpicMan/Oposband/releases/tag/0.3.4Leave a comment:
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Added some of Hugo's requests in GitHub, I need to review my todo list and do some more testing before releasing another update. Imitators might actually work this time around.
-Destruction works in a much weaker fashion (monsters have 50% chance to survive, creates water per Nick's link instead of walls much of the time, rubble instead of granite is created.
-Messages about items you walk over and such will say "you feel a foo" instead of "you see a foo".
-Not Hugo's actual request, but the game will take either '>' or '<' interchangeably for all interactions. The only gameplay change is that if you are standing on a dungeon entrance you have to take a step before going to the overworld map. Both keys are left in (as opposed to consolidating on one key, although the help documents focus on '>' and refer to '<' as an alternate key for it) because we've all had too much training using '<' to go up, but new players won't have to deal with it.
Corpse weights are going to stay the way they are, it is enough of a pain to lug one back to the town as it is.
Should have a 0.3.4 release soon. It will be the last of the 0.3 series, next I plan to make some drastic changes to items/egos/artifacts.Leave a comment:
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Odd. Can you think of any situation where it actually matters whether the user types '<' or '>'? I feel like having separate commands to take upstairs vs downstairs is just command bloat. The only place I can think of where it might matter is if you are in the wilderness standing on a dungeon entrance and want to go to the overworld map. That's a pretty specific circumstance.Another one:
The '<' command apparently has a (undocumented) dual function of entering and exiting the global wilderness map. Helpfiles make it sound like: the '<' command should only enter the global world wilderness map mode and the '>' command can exit the global world wilderness map.
I am inclined to make both '<' and '>' let the player take any staircase they are standing on, or if not on a staircase and on the surface go to the wilderness map. Removing one command might be too hard for existing players whose muscle memory will be to hit the matching key to take the stairs. Help documentation will focus on '>', with '<' listed as an alternate key.Leave a comment:
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Another one:
The '<' command apparently has a (undocumented) dual function of entering and exiting the global wilderness map. Helpfiles make it sound like: the '<' command should only enter the global world wilderness map mode and the '>' command can exit the global world wilderness map.Leave a comment:
Leave a comment: