Angband 4.2.3

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  • Nick
    replied
    Originally posted by Bill Peterson
    Does this mean that we're limited to three artifact lights or could another Arkenstone be generated?
    There are no actual restrictions on the number of any kind of light. Randart generation tries to statistically mimic the standart artifact set; the most you can really say is on average you would expect to get about three artifact light sources. So getting 5 Arkenstones and nothing else isn't out of the question.

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  • Hounded
    replied
    Call Lightning only targets lighted squares.

    Not sure if this is intentional behaviour or not.

    Playing a Dwarf Druid (with Infravision) and using the call lighting spell I can cast and target it upon a mob which I can "see" but is not on a lighted square. The spell doesn't execute however, just cancels the operation until I'm close enough that they're in my light radius.

    By way of testing it exectues fine for MoB's in any LoS in a lit room so I presume there's something that prevents the target from being registered on darkened squares.

    (4.2.3 Windows release on Ubuntu c/o WINE)

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  • Grotug
    replied
    Recently I found two Arkenstones in the same game and both had the same bonus of Confusion protection.

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  • Bill Peterson
    replied
    Originally posted by Nick
    Yes, that's fine now. Before 4.1 all randart games got exactly one each of Phial, Star and Arkenstone; now it's a random selection of those and artifact torches and lanterns.
    Does this mean that we're limited to three artifact lights or could another Arkenstone be generated?

    Incredible luck with randart lights, but I've thrown away all the randart weapons in favor of egos.

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  • Selkie
    replied
    Originally posted by Bill Peterson
    First time really playing with randarts. I can accept two successive characters finding an Arkenstone with telepathy early, but two artifact stars being generated? Is that supposed to be possible?

    http://angband.oook.cz/ladder-show.php?id=24659
    This is the thing with playing with randarts, that's why I like it. You see your next two successive characters will find a randart lamp with +3 searching, acid resistance and activate for bless.

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  • Pete Mack
    replied
    Originally posted by Bill Peterson
    First time really playing with randarts. I can accept two successive characters finding an Arkenstone with telepathy early, but two artifact stars being generated? Is that supposed to be possible?
    It is possible, but it is astoundingly lucky to find all three by DL 22.

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  • Nick
    replied
    Originally posted by Bill Peterson
    First time really playing with randarts. I can accept two successive characters finding an Arkenstone with telepathy early, but two artifact stars being generated? Is that supposed to be possible?
    Yes, that's fine now. Before 4.1 all randart games got exactly one each of Phial, Star and Arkenstone; now it's a random selection of those and artifact torches and lanterns.

    Leave a comment:


  • Bill Peterson
    replied
    First time really playing with randarts. I can accept two successive characters finding an Arkenstone with telepathy early, but two artifact stars being generated? Is that supposed to be possible?

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    There's a potential crash when digging rubble
    Thanks, bug filed.

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  • PowerWyrm
    replied
    There's a potential crash when digging rubble:

    Code:
    /* Create a simple object */
    				place_object(cave, grid, player->depth, false, false,
    							 ORIGIN_RUBBLE, 0);
    
    				/* Observe the new object */
    				if (!ignore_item_ok(player,
    						square_object(cave, grid))
    						&& square_isseen(cave, grid)) {
    					msg("You have found something!");
    				}
    The place_object() function is not 100% guaranteed to generate an object at that location, which would produce a NULL pointer in square_object() on the line after.

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  • Selkie
    replied
    Originally posted by Ingwe Ingweron
    Interesting. But only of interest, since it flashes when @ leaves a level, it provides no help. Maybe even a feeling of loss that you didn't find those uniques and get what they were holding.
    No, you misunderstood. It shows every single monster on the level you have arrived on. I've tested it several times. I only ever noticed it in the first place because of the purple uniques. If your phone can record slow mo then test it yourself. By my calculations of the number of frames, I think it displays for 1/24th of a second. It even cycles through the pages when there are more monsters than can be displayed.

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  • backwardsEric
    replied
    Originally posted by Selkie
    That was a good thought so I tested it and yep they're all there.

    So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting
    Recent builds of Angband (4.2.3-76-...) and FAangband (2.0.0-31-...) have a change that may plug the information leak. I say may because I haven't been able to see the leak in the Mac version (likely because screen updates are handled lazily) and it didn't show up in quick tests with the X11 version on Linux.
    Last edited by backwardsEric; September 16, 2021, 18:27. Reason: cause->because

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  • Ingwe Ingweron
    replied
    Originally posted by Selkie


    Ok here's a screen grab of what flicks onto the monster display when I leave a level. It's a strange list! Remember, none of these monsters were here previously.
    Interesting. But only of interest, since it flashes when @ leaves a level, it provides no help. Maybe even a feeling of loss that you didn't find those uniques and get what they were holding.

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  • Nick
    replied
    Originally posted by Selkie
    That was a good thought so I tested it and yep they're all there.

    So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting
    OK, I'm taking notice now

    Leave a comment:


  • Selkie
    replied
    Originally posted by clouded
    More importantly, are those monsters on the level you land on? I noticed this too while playing FA though I also didn't report it or pay close enough attention to see if it gave information. I think I could sort of gauge if there was going to be a vault on the level though.
    That was a good thought so I tested it and yep they're all there.

    So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting

    Leave a comment:

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