After stabilizing 1.1.11, I started working on 1.1.12 for which I will look at the new additions from Angband 4.1... and the first one is rune-based ID.
First changeset... and I'm already facing a big problem. Change in V: object knowledge is updated on walkover using the player's knowledge (known runes).
PWMAngband scenario:
- object is created with basic knowledge
- player 1 (high level with full knowledge) looks at the object and gets basic knowledge
- player 1 walks over the object, which becomes fully known
- player 2 (low level with no knowledge) looks at the object... and gets full knowledge
- player 2 walks over the object... which becomes unknown again
This is clearly not working in a multiplayer environment. Sounds like the "obj->known" structure becomes obsolete with rune-based ID and should be replaced by "player->obj_k" for each player.
First changeset... and I'm already facing a big problem. Change in V: object knowledge is updated on walkover using the player's knowledge (known runes).
PWMAngband scenario:
- object is created with basic knowledge
- player 1 (high level with full knowledge) looks at the object and gets basic knowledge
- player 1 walks over the object, which becomes fully known
- player 2 (low level with no knowledge) looks at the object... and gets full knowledge
- player 2 walks over the object... which becomes unknown again
This is clearly not working in a multiplayer environment. Sounds like the "obj->known" structure becomes obsolete with rune-based ID and should be replaced by "player->obj_k" for each player.
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