FAangband 2.0beta
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I do plan to have towns more customised, and some of them (like Belegost) need to be underground. But I want some degree of randomness from game to game still. So my current vague plan is to have some sort of template to build the different towns from which gets filled in differently each time. -
Another idea..What if we make towns as in the tome, for example.
As far as I understand, towns are randomly generated... we can generate them static with patterns. Just to feel them more..alive and real, I suppose.Leave a comment:
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Yes, here's screenshot to clarify:
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Do you mean the map of the local area that shows what types of levels are nearby?
Thanks for the report. Are you playing the latest development version? It's possible this is fixed already.Also there is a little bug report.
I don't really know what happens exactly, but seems like after killing some boss level I got crash (At least 5 times of 5).
My terminal output:
```faangband: mon-msg.c:299: get_message_text: Assertion `race->base != NULL' failed.```Leave a comment:
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Also there is a little bug report.
I don't really know what happens exactly, but seems like after killing some boss level I got crash (At least 5 times of 5).
My terminal output:
```faangband: mon-msg.c:299: get_message_text: Assertion `race->base != NULL' failed.```Leave a comment:
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Hello, Nick!
It might be a good idea to add the names of cities (and locations) on the global map..Maybe it will be good for roleplaying... or just to understand where you are going to go
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In the lead-up to releasing 2.0, I have put the main repo at the old FA repo site, https://github.com/NickMcConnell/FAangband. New code is on the main branch, old on the oldmain branch.
I'll be deleting the repo at https://github.com/NickMcConnell/FirstAgeAngband in due course.Leave a comment:
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I downloaded this version from a few days ago. Win10, I don't have a dev enviroment set up any more so I'm not building myself. Just downloaded "Release 2.0beta2-181-g4873dabae" and put my savefile in it, still crashes. I suspect it has something to do with houses as the last time I was there I moved my house there. Haven't tried going to other towns yet, I'll try later today.
Edit: testing further, going to another town and setting my home there then returning to that town causes a crash. Birth options are standard wilderness, no_recall on and connect_stairs off. (By the way, connect_stairs off doesn't actually result in disconnected stairs in the wilderness, I could have sworn that someone mentioned this in the thread already but I couldn't find it while searching.)
On jewellery, not sure but those first couple of amulets were ignored. Now when I toggle ignoring on or off they don't get affected, so I guess it only happens when you have zero runes known or something? Edit: Spoke too soon, when I resumed and picked up another item, the amulet of insight in my inventory got squelched again.Last edited by clouded; August 7, 2021, 11:01.Leave a comment:
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Savefile works fine for me, so no idea what's going on there. Which version are you playing?
As of now a while (a few weeks ago?) there is no ignoring of any jewellery, so I suspect this is a hangover from previous games if you're using the same savefile.
With this and the last one it could be a result of major development changes over the life of your savefile.
The original movement delay was introduced for if you want to play on a laptop using only the cardinal direction arrow keys, so you can press down then left to go south-west. Point about running noted, I've filed an issue.Leave a comment:
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Non ghost related crash trying to enter Belegost. Attached savefile is next to the stairs.
Couple other things: first couple of items I came across were amulets of insight that were ignored and hidden, they are both useful so that seems undesired.
Would be nice if running delay was an option, not sure why someone would want a regular movement delay but slowing down the running animation would help keep track of yourself.Attached FilesLeave a comment:
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OK, I'll do some testing offline too, and if it keeps not happening we'll blame Gwarl (or probably the interaction of player ghosts with multiuser setup, actually).Continuing the webserver conversation, but it's still the same problem: there are relatively frequent crashes when you go to transition to a new level (only in the wilderness? I should probably check that.).
After the crash happens, reloading the game will put you on the level you were trying to transition to, and as far as I've noticed there's always a player ghost on said level.Leave a comment:
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Continuing the webserver conversation, but it's still the same problem: there are relatively frequent crashes when you go to transition to a new level (only in the wilderness? I should probably check that.).
After the crash happens, reloading the game will put you on the level you were trying to transition to, and as far as I've noticed there's always a player ghost on said level.Leave a comment:
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I think you're right, and I'll change it, but in practice it shouldn't make a difference because that check is also done before the prepare_ghost() function is called.Perhaps a stupid question (because I really don't know newFA code), but should line 719 in mon-make.c be false rather than true?
As far as I understand it, the entire function it's in is returning true or false based on whether it's successfully created a player ghost, but that particular line is part of a check to determine whether the monster is eligible to be a player ghost at all?Leave a comment:
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