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7DRLs / Re: SevenRogues
« Last post by Skwint on March 24, 2017, 02:05:43 AM »
yes, sorry, this is a PC build and I have no idea what amazon thingy is I've never even heard of it before.
Announcements / Re: Shadow of the Wyrm v0.6.1 "Riquier"(formerly Savage Lands)
« Last post by jcd748 on March 23, 2017, 03:49:29 AM »

1. I'll look into this.  Might have something to do with de-stacking.
2. Added the suggestion to my file
3. For picks/mattocks, walk into rock.  For shovels, you can dig with '>' I think (there's info in the manual).
4. Incorporeal attacks (from spirits and such) bypass most soak.  That's intentional, and came out of early versions where you were invincible with high soak.  If you increase your evade, or resists, you can mitigate this somewhat by avoiding the damage altogether, or decreasing the amount taken.
5. Probably at some point I should smarten up the generation algorithm.  In the meantime, enjoy the evil gods and the extra xp.
6. That's already been suggested, and is on my to-do list at some point.
7. Yeah, poison's dangerous.  You could play a caster and look for a spell to help with that.  Or if your foraging's good enough, you can grind some piles of white basil in the wilderness.  Or pray.
8. "M"essage buffer keeps a history
9. Yeah, it's something I wanted to hide.  I want it to be general - if you want to carry more, train your Strength (there's an NPC who does training in the Forest of Yew) or the Carrying skill.
10. Intentional - it's so you can't play other people's games on the same computer.  I'll look at implementing an ini setting to ignore usernames.
11. Heh, I forgot I made the AI remarkably good at figuring out bounce patterns.
Announcements / Re: Shadow of the Wyrm v0.6.1 "Riquier"(formerly Savage Lands)
« Last post by kain on March 22, 2017, 11:39:57 PM »
holy smokes, a responsive dev!  This guy rocks!

I'll start out and say that I'm playing Shadow of the Wyrm 0.6.1 "Riquier"

So I think I could get to your case by repeating variations on these steps.  Is this roughly how it would've gone for you?  I assume your expectation would be that after identification, any inventory items of the same type and B/U/C status would be grouped together?  This isn't currently done, but probably should be.

I've read a blessed scroll of ID and been through a bunch of iterations of dropping (bulk, just a couple at a time, just a single scroll, just a single stack, etc) and picking them back up all sorts of ways and on occasion a stack and a single will combine but it doesn't seem to be following expected convention (b/u/c in ID and unID'd forms) 

I could post my save game if that would shed any light on what's going on.

I'm really smitten with this game.

I have another wall of text ... feel free to tell me "too much, too much!" and I'll stop whenever it gets to be annoying.  Also feel free to tell me "that's how it's supposed to work"

Additional notes:

  • Using a wand changes the charges remaining and moves the wand to the last item in wand inventory.  Is it removing and creating a new object when you discharge a wand?  It's hard(ish) to keep track of items when they change "letters" from turn to turn.
  • It would be neat to be able to see the various resists on identified wearables without having to swap them on and off.
  • Is there a way to "use" items?  I have found a shovel, a mattock and a sackbut but I do not know how to use them.  What about musical instruments?  I've found a lot of those but I can't figure out how to use them.
  • At higher player levels and lower dungeon levels (maybe ... I'm at L26 with EV:57/34 on dungeon level -1100 fighting things like minotaurs and sorcerers -- this might not yet be considered high level) it seems like nothing can touch me until it crits, then I get hit for 30+ HP at one shot.  I've save scummed a couple of times and I'm coming to the conclusion that it only takes 3-4 "bypasses your armour" messages to die in a couple of rounds.
  • I find myself playing for a god who doesn't care if I kill friendly units (yes, I found a file with some strings in it ...).  There's a lot of them and oftentimes they're in the way (yes, they'll move out of the way) but it's usually easier just to kill everything in a dungeon.  Any thoughts on making friendly dungeon dwellers fewer and farther between?  Should that ogre bonegrinder really standby as I slaughter 8 of his (presumed) friends/family?
  • Any thoughts to a scroll of exit (or something like that) that would allow you to go from dungeon level XX to 1 (maybe to the exit tile)?  I am not seeing a lot of dungeon regeneration happening so the climb back up and out of the dungeon is usually just "oh, there's the stairs, fast travel ("w") until you get close"
  • Poison is really debilitating.  I seem to have to save all my healing potions to heal in case I get poisoned and do not have an antidote.  Antidote potions seem very far between and even with a poison number of 0.30 I seem to still get hit for well over 100% of my HP by poison when I get poisoned.
  • Is it possible to review or see the level messages 'holy, magic item, zoo, etc' again?
  • Is it a design intention to not see the total amount of weight (I realize I could add it up) we're currently carrying and perhaps the threshold for "burdened/etc" on those?  It might also be neat to see the effect of "carrying" in terms of how much we can actually carry.  I recently added 18 points to carry and was still burdened.
  • I'm having trouble moving my saved game from my work computer (don't tell!) to my home computer.  I've tried everything -- even copying the entire game directory but my saved game doesn't show up on another computer.  Could it be a userID (logged into the computer) thing?
  • I also want to compliment the Forgotten Beast for knowing how to angle his beam against a wall to hit me.  OUCH!

Announcements / Re: Hellcrawl (now at Release 5)
« Last post by goodcoolguy on March 22, 2017, 11:12:06 PM »
hellcrawl is so far beyond dcss trunk at this point it is ridiculous. If you want to play a version of crawl with a worthwhile design sensibility behind it, you need hellcrawl.
7DRLs / Re: Btooom! Roguelike [7DRL 2007] - Success
« Last post by Xecutor on March 22, 2017, 02:58:00 PM »
Hi corremn.

Have you found a place to upload your entry? :)
Announcements / Re: PosChengband (now at beta v6.0.0!)
« Last post by getter77 on March 22, 2017, 12:30:42 PM »

A new version, 6.0.0, is ready in the usual spot. This version breaks savefile compatibility so please finish your current characters before updating. This release is extremely beta ... I've playtested a bit, but not nearly enough to be sure that there are no showstopper bugs.

The main point of this release is an attempt to address some of the archery complaints. Based on comments and my own playtesting, I see the following problems, and have attempted to address each of them:

[1] Ammo breakage is too high. Players need to town scum in order to have enough ammo.

To address this, I made ammo breakage dependent upon archery skill. As your skill improves, ammo breakage will decrease. Archers are slightly worse off from this change, but every other class benefits greatly, assuming they have reasonable archery skill. Remember, arrows break twice as often as shots or bolts.

[2] Picking up ammo after a battle is tedious.

To address this, I turned the 'g'et command into super-get. This command combines the travel code ('`') with the auto-picker ('_') to automatically get all interesting objects in line of sight. The player travels to the next nearest object until there are no more interesting objects. The options auto_get_ammo and auto_get_objects control this behavior. This might surprise you the first time you use this command, but once you get used to it, you'll love it. I promise

If there are a large number of objects to pick up, then you will see multiple -more- prompts. I recommend g<Esc> to deal with this. As you know, <Esc> automatically dismisses all -more- prompts until the next prompt for a top-level command.

[3] Ammo makes inventory management tedious. Ego ammo is seldom used since there are not enough inventory slots (exception: Holy Might). Artifact ammo is completely non-usable since wasting a slot for a 65% chance to hit is not worth it.

Enter the quiver. I implemented this as a new equipment slot for every body type with a bow slot. There is a new object type (TV_QUIVER) and you must buy/find a quiver and then equip it. Doing so gives the player access to a separate set of object slots for their ammo, reducing the strain on your normal pack slots. Ammo is added to the quiver by 'w'ielding it, and removed from the quiver by 'd'ropping it or 't'aking it off. You cannot take off a quiver with ammo inside it, but you can wield a new quiver provided that its capacity exceeds the current quiver contents. You can shoot ammo from either the quiver, your pack, or the floor. There is no penalty for shooting ammo that is not inside your quiver.

The quiver has a large number of slots (currently 26, but could be infinite if desired). However, the quiver has a fixed capacity, such as 60 arrows. This means you can carry many different types of arrows for specialty situations (e.g. various slaying ammo in case you run across a matching monster) without penalty. 60 arrows is a low capacity that you can buy in town. You can find or buy higher capacity quivers during the game. There are even a few ego quivers.

Implementing the quiver was a large amount of work and required me, for purposes of sanity, to break savefiles. During this process, I completely re-wrote the inventory management code and the shop code (e.g. your home is now infinite). You'll notice a new UI for selecting objects for the various commands. Press '?' for help the first time you see it so that you can learn the various command keys.

Note: I made a bold change for this release that will probably require some getting used to. When prompting for an object, the lettering always begins with 'a' and has nothing to do with where the object happens to currently reside in your pack. For example, eating food is always 'Ea' no matter how many spellbooks you are currently carrying (Of course, picking up mushrooms might move the choice, but you'll see this on the screen when you press 'E'). This change will burn you if you have the bad habit of memorizing slots on the 'i'nventory display (I speak from experience). Stop doing this! Please read the prompt when ever you are quaffing potions, reading scrolls, etc.

Note: On any object prompt, the uppercase for a choice no longer prompts for confirmation, but instead inspects the object.

[4] Archery is boring. Ammo is much less interesting then the shooter. Once you have an awesome shooter, then vanilla seeker ammo, enchanted in the town, and carried in stacks of 99 is all there is to the game.

I rewrote ammo egos and the archery damage calculations. The goal is to make ammo much more important. Ammo dice, previously completely irrelevant, now features prominently. Damage is calculated similar to melee, where the slays and criticals multiply the damage dice roll. Criticals are now much much more common, and archery skill, previously irrelevant, is now the single biggest determinant of critical frequency. If you must know all the details, damage is now M*(XdY*C*S + D1) + D2 where:
M is the bow multiplier
XdY is the ammo damage dice
C is the critical multiplier
S is the slay/brand multiplier
D1 is the ammo bonus to damage
D2 is other bonuses to damage (shooter, rings, equipment)

Archery damage has also been reduced a bit. The numbers I work with for design purposes are now 1000 max melee and 700 max archery. These are soft maximums which you can break with awesome finds, but I get slightly alarmed every time I see this. Good end-game numbers are more like 700 melee and 500 archery. And, for archery, you are going to need slaying ammo to achieve this. We'll have to see if I went too far with this, but archery needs to be weaker than melee since you are fighting from a distance.

Another major change for this release: I completely rewrote the quest system. A long time back, I beefed up v_info.txt for new non-vault rooms, and created a nicer syntax for defining 'map letters'. But all the town and quest files continued to use the old syntax. I finally converted everything over, and tried to make the quest system something I'd be willing to add content for. If you are interested in designing quests then take a look at q_info.txt and follow the links to the various quest files. Setting up the town quest sequences is still annoying since you need the quest ids defined in q_info.txt, but the rewards are now part of the quest file (so they can be shared with t_lite and the normal wilderness towns). There are a few new quest surprises, but this release was mostly a herculean effort to convert to the new system. New content will follow in a future release. Failing a quest in a series no longer terminates the series. But intentionally failing quests makes me sad ...

This release also has many bugfixes, many grabbed from PosChengband R (Thanks!). I can't list all the changes. If you are curious, just checkout the commit history on github.
Announcements / Re: Hellcrawl (now at Release 4)
« Last post by yrmvgh on March 22, 2017, 09:32:30 AM »
Release 5 (with arbitrary version number 2.99) corrects the teleport scroll crash that was plagueing all cross-compiled windows builds of Yiufcrawl and Hellcrawl. New on github, but it's also in bite-size form on the downloads/release page too! :)
7DRLs / Re: Book of Rogue [7DRL 2017][SUCCESS]
« Last post by KeyWraith on March 22, 2017, 09:12:41 AM »
7DRLs / Re: Book of Rogue [7DRL 2017][SUCCESS]
« Last post by KeyWraith on March 22, 2017, 09:12:15 AM »
Do you know if your hardware support DX9? That's the minimum spec of Unity3D. It does sound like you're struggling with the text shader or something like that.
Major Roguelikes / ZangbandTK/OmnibandTK issues
« Last post by mrtim on March 22, 2017, 07:59:30 AM »
Hi, I'm having trouble getting omnibandtk 1.5 to work, 1.4 works fine but i tried uncompressing the omnibandtk-1.5 archive to the 1.4 directory, said i'm missing tcltk 8.5.7 so i downloaded the latest version from active state and renamed the folder and .dll files and ran it again, came up with a can't open lib\common.dll although the file is there.

Any suggestions to how to make it work?

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