Ok, tonight I've pushed a bunch of changes to v4 to tidy up some recent bugs:
- archery should no longer be useless. The problem was (as well as the erroneous treatment of prowess described by Derakon) that p_ptr->ammo_mult was being divided by 100! This is now fixed, so archery should now be non-useless. It may well be that x4 launchers are too powerful though. This is by no means a final word on archery, just a quick interim fix to make it vaguely playable again.
- melee critical chance now decays by 5% per extra die, so no infinite loops for uber-warriors with 100% ... please note that this renders the average damage calculation slightly too high, but it shouldn't be too far out - and if any mathmos want to code up the new accurate formula for average damage, please do!
- melee critical chance is halved across the board, because people were reporting way too many criticals (so ~40% of hits being crits halfway through the game should now be ~20%, and so on) ... yes this might be too savage, but better to define both extremes first than inch along
- randart weapons should now never have -1 balance or heft. Doh! Sorry about that.
- slays ought to work more consistently now - there was a bug which meant that any slay less than +101% was ignored (though higher slays worked). There may well be other remaining slay bugs, so please do watch very carefully to check that the best applicable slay on your equipment is being applied ...
- fizzix's pathfinding changes, so that PASS_WALL monsters (and presumably KILL_WALL ones too) will revert to normal pathing when blocked by permarock (instead of waiting around stupidly)
There appears to be a problem with the autobuilders tonight, so I'll post an update when it's actually ready for download. In the meantime, it's available to anyone self-building.
EDIT: the problem seems to be with the gitpoller rather than the builders, because forced builds work fine. Win and OSX versions now available from the normal place.
I'm sorry there's been no real progress on the archery front - I can't speak for the rest of the devteam (though I know everyone is still busy with RL), but I've had a shocking few weeks and am now ill (but not, unfortunately, ill enough to stay off work and hack). Please bear with us a while longer.
- archery should no longer be useless. The problem was (as well as the erroneous treatment of prowess described by Derakon) that p_ptr->ammo_mult was being divided by 100! This is now fixed, so archery should now be non-useless. It may well be that x4 launchers are too powerful though. This is by no means a final word on archery, just a quick interim fix to make it vaguely playable again.
- melee critical chance now decays by 5% per extra die, so no infinite loops for uber-warriors with 100% ... please note that this renders the average damage calculation slightly too high, but it shouldn't be too far out - and if any mathmos want to code up the new accurate formula for average damage, please do!
- melee critical chance is halved across the board, because people were reporting way too many criticals (so ~40% of hits being crits halfway through the game should now be ~20%, and so on) ... yes this might be too savage, but better to define both extremes first than inch along
- randart weapons should now never have -1 balance or heft. Doh! Sorry about that.
- slays ought to work more consistently now - there was a bug which meant that any slay less than +101% was ignored (though higher slays worked). There may well be other remaining slay bugs, so please do watch very carefully to check that the best applicable slay on your equipment is being applied ...
- fizzix's pathfinding changes, so that PASS_WALL monsters (and presumably KILL_WALL ones too) will revert to normal pathing when blocked by permarock (instead of waiting around stupidly)
There appears to be a problem with the autobuilders tonight, so I'll post an update when it's actually ready for download. In the meantime, it's available to anyone self-building.
EDIT: the problem seems to be with the gitpoller rather than the builders, because forced builds work fine. Win and OSX versions now available from the normal place.
I'm sorry there's been no real progress on the archery front - I can't speak for the rest of the devteam (though I know everyone is still busy with RL), but I've had a shocking few weeks and am now ill (but not, unfortunately, ill enough to stay off work and hack). Please bear with us a while longer.
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