Angband 4.2.3
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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. -
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)Leave a comment:
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Recently I found two Arkenstones in the same game and both had the same bonus of Confusion protection.Leave a comment:
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Incredible luck with randart lights, but I've thrown away all the randart weapons in favor of egos.Leave a comment:
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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=24659Leave a comment:
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It is possible, but it is astoundingly lucky to find all three by DL 22.Leave a comment:
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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:
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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?
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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!"); }
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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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.
So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interestingLeave a comment:
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