New version of v4

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • relic
    Apprentice
    • Oct 2010
    • 76

    #31
    Originally posted by Jungle_Boy
    I was ina room last night and saw an asterisk on the floor
    Hehe, for a while there I thought that you were in a "real" room, but then I got it.
    If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert Hubbard

    Comment

    • Starhawk
      Adept
      • Sep 2010
      • 246

      #32
      Originally posted by Magnate
      Tweaks:
      - max stack size increased to 40.
      Does this include consumable stacks? I'm still playing last week's version of v4 and just raged hard when I hit the limit of 25 !CCW.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #33
        Originally posted by Starhawk
        Does this include consumable stacks? I'm still playing last week's version of v4 and just raged hard when I hit the limit of 25 !CCW.
        Yes, all stacks.

        I just fixed the bug where you learn the runes of flags which are not on an item. This should make rune-based ID a little less trivial! Working on random rune names now ...
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • d_m
          Angband Devteam member
          • Aug 2008
          • 1517

          #34
          I like random rune names but I also like the idea of using Futhark/Futhorc/Cirth symbols too. And those actually have real names so we could always just randomize the pairings and use name/symbol as appropriate.
          linux->xterm->screen->pmacs

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #35
            Originally posted by d_m
            I like random rune names but I also like the idea of using Futhark/Futhorc/Cirth symbols too. And those actually have real names so we could always just randomize the pairings and use name/symbol as appropriate.
            I'm no good with font/display stuff, but I'd be happy to see the Cirth symbols used instead of random names. I've created of_ptr->rune as a char*, but I presume if we change it to wchar_t it could display a symbol easily enough. Then whenever we want to display the name of an unknown rune we just use of_ptr->rune. Once it's known we use of_ptr->name instead, which is the normal name (Strength, Free Action, etc.).
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              #36
              Erm, when weak brands were restored to the elemental rings, was it intended that they should keep the ball spell plus double resist activation as well? Because I found a very OoD ring of ice on dungeon level 4, and am now gleefully dispensing frosty death.

              (In other news, possibly the 'finding very OoD consumables early' issue is not so fixed.)

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #37
                Originally posted by Nomad
                Erm, when weak brands were restored to the elemental rings, was it intended that they should keep the ball spell plus double resist activation as well? Because I found a very OoD ring of ice on dungeon level 4, and am now gleefully dispensing frosty death.

                (In other news, possibly the 'finding very OoD consumables early' issue is not so fixed.)
                Hmm. I'll check the stats. Those rings have been dl50 for a while, so finding one on dl4 should be very unusual. Yes, the brand was intended to add to the double resist and ball activation. Since the activation is simultaneous, it's very rare that both effects are useful. IMO the ball has a tiny window of usefulness, which is probably only extant if you find it OOD. The double resist is much more useful, but still not really competitive for a ring slot without the brand.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • flechette
                  Scout
                  • Sep 2008
                  • 40

                  #38
                  On dungeon level 73 came across my first Greater vault in this game, and inside I found a Pair of Sandals of Speed [2, +0] <+37>.

                  Yup, more speed than all of my items already equipped plus magically enhanced speed (I'm currently at 34 when hasted).

                  This item's known properties are: of Speed, of Speed, of Speed, of Speed, of Speed, of Speed.

                  This is with the 54971fc build of the game. Link to character dump is here.

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #39
                    Originally posted by flechette
                    On dungeon level 73 came across my first Greater vault in this game, and inside I found a Pair of Sandals of Speed [2, +0] <+37>.

                    This item's known properties are: of Speed, of Speed, of Speed, of Speed, of Speed, of Speed.
                    Go for it. Gain enough speed then travel back in time. Kill Baby Morgoth.
                    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                    My banding life on Buzzkill's ladder.

                    Comment

                    • Obsilium
                      Rookie
                      • Apr 2007
                      • 22

                      #40
                      Those sandals suggest a new artifact:
                      The Boots of Blinding Speed [4+0] <+40>
                      +40 speed.
                      Makes the wearer permanently blind.
                      &-)

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #41
                        Sorry to spoil the fun, but that is of course a bug. For some reason obj-power isn't triggering INHIBIT_POWER, which it should do at (IIRC) about +21 speed. Regretfully I'll have to fix this.

                        It does mean we need some more affixes to go on deep boots though. Any ideas?
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Nomad
                          Knight
                          • Sep 2010
                          • 958

                          #42
                          Okay, I am attempting to get to grips with GitHub in hopes of possibly doing some future development for v4. (I finally beat CodeBlocks into submission and got it to compile on Windows, yay; huge thanks to Blue Baron for this guide to doing it in Visual Studio, without which I wouldn't have had a clue what I was even attempting to do.) So if all has not gone horribly wrong, I should have just sent a pull request with some updates to my tile set for the base items.

                          (Edit: and I removed the artefact spellbooks from the graphics pref files to get rid of the "unrecognised sval" error while I was at it. )

                          I'm hoping to have a go at some dungeon generation stuff in the future: loading room layouts from edit files, alternate designs for pits, etc. And I may even have a crack at implementing those ego naming rules I keep rambling about. (Although I am mostly learning by trying wildly overambitious things and gradually figuring out why they don't work, so nobody hold their breath.)
                          Last edited by Nomad; November 7, 2011, 00:42.

                          Comment

                          • ekolis
                            Knight
                            • Apr 2007
                            • 921

                            #43
                            Originally posted by Magnate
                            It does mean we need some more affixes to go on deep boots though. Any ideas?
                            Boots of Kicking (or Combat Boots) - Gives you +1 melee attack

                            Boots of Jumping - Activates for "phase door"

                            Boots of the Mule - Increases your carrying capacity (but not your STR)

                            *tries to think of something akin to the magnet boots from Twilight Princess, or the rocket-jump boots from Team Fortress 2, but fails* :P
                            You read the scroll labeled NOBIMUS UPSCOTI...
                            You are surrounded by a stasis field!
                            The tengu tries to teleport, but fails!

                            Comment

                            • flechette
                              Scout
                              • Sep 2008
                              • 40

                              #44
                              The 'rocket boots' idea could maybe move your character in a straight line at a high rate of speed (say +15) until you run into a monster or a terrain obstruction. You wouldn't be able to perform any other actions until you hit something, which would allow the boots to be a straight-line escape. So if you're 10 squares away from a wall that you want to move towards, you'd move at your current speed +15 until you hit the wall, so very quick monsters could chase, and cast or range attack you, but it'd move you out of melee. Kinda like what happens with the rocket boots in Toejam and Earl. >.>

                              Comment

                              • Antoine
                                Ironband/Quickband Maintainer
                                • Nov 2007
                                • 1010

                                #45
                                - "of Levitation" (makes you immune to traps)
                                - "Seven-League" (a prefix that increases movement speed, but not casting or attack speed)

                                A.
                                Ironband - http://angband.oook.cz/ironband/

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎