Angband 4.2.4

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  • Selkie
    Swordsman
    • Aug 2020
    • 434

    #31
    Originally posted by bron
    I note that when I throw ('v') an iron shot, the damage is doubled. Feature or bug?
    I think this is only apparent when playing as a rogue. They have such a high + to throw that at the start of the game they can throw better than they bow.

    Find a sling of power and chucking ammo quickly becomes old hat.

    However, you're likely to find a spear with a slay and this can be thrown with devastating effect

    Comment

    • archolewa
      Swordsman
      • Feb 2019
      • 400

      #32
      Originally posted by Selkie
      However, you're likely to find a spear with a slay and this can be thrown with devastating effect
      The Thancs are great for throwing as well. My Blackguard especially can get a lot of mileage out of throwing a Thanc or two at the start of battle.

      Comment

      • sffp
        Swordsman
        • Apr 2020
        • 434

        #33
        Upgrade time again!

        For the last time, what files do I need to copy to port the info from the previous version. I also modified a file to upgrade my inventory previously. I've forgotten it all!!!

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          #34
          Originally posted by sffp
          Upgrade time again!

          For the last time, what files do I need to copy to port the info from the previous version. I also modified a file to upgrade my inventory previously. I've forgotten it all!!!
          lore.txt for your monster memory, window.prf for your subwindow setup; both these should be in your user folder (assuming Windows). The file you changed for the inventory was probably constants.txt; that usually lives in the gamedata folder, but the best option is to put your modified version in the user folder.

          Let me know if I've missed anything.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • sffp
            Swordsman
            • Apr 2020
            • 434

            #35
            Originally posted by Nick
            lore.txt for your monster memory, window.prf for your subwindow setup; both these should be in your user folder (assuming Windows). The file you changed for the inventory was probably constants.txt; that usually lives in the gamedata folder, but the best option is to put your modified version in the user folder.

            Let me know if I've missed anything.
            Thank you!

            I believe scores from user/scores is the other file.

            Comment

            • animal_waves
              Rookie
              • Aug 2018
              • 23

              #36
              I think I found a bug:

              Creating keymaps doesn't seems to work anymore.
              When saving them to a .prf file, the file is created but there's nothing in it apart for the "begin Dump keymaps" & "end Dump keymaps" comments, with nothing in it.

              Keymaps created also have no effects in game, but when using the "query" menu to check their existence they are listed.

              Saving other settings in .prf files works as expected (ie. subwindows configuration).

              I'm using GNU/Linux SDL2 build (compiled with --with-no-install).

              Also, not related, but a feedback nonetheless:

              I've always wondered why the SDL2 frontend of V felt "sluggish", slow compared to other variants... now I discovered the base delay factor is set to 40 by default (I think?), lowering this number to 10 vastly improved my experience! Any reason it's this high?
              Last edited by animal_waves; March 10, 2022, 19:55.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                #37
                Originally posted by animal_waves
                I think I found a bug:

                Creating keymaps doesn't seems to work anymore.
                When saving them to a .prf file, the file is created but there's nothing in it apart for the "begin Dump keymaps" & "end Dump keymaps" comments, with nothing in it.

                Keymaps created also have no effects in game, but when using the "query" menu to check their existence they are listed.

                Saving other settings in .prf files works as expected (ie. subwindows configuration).

                I'm using GNU/Linux SDL2 build (compiled with --with-no-install).

                Also, not related, but a feedback nonetheless:

                I've always wondered why the SDL2 frontend of V felt "sluggish", slow compared to other variants... now I discovered the base delay factor is set to 40 by default (I think?), lowering this number to 10 vastly improved my experience! Any reason it's this high?
                Works fine for me in SDL; I haven't tested in SDL2 yet.

                As for the delay factor, that's a historic setting - maybe so new players don't miss the fact that there are missile/explosion animations?
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • animal_waves
                  Rookie
                  • Aug 2018
                  • 23

                  #38
                  Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
                  I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!

                  [Edit]
                  Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
                  lore.txt already exists, is populated and is writable.
                  What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

                  I already lost 2h+ of progression and two nice artifacts to this problem .
                  Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
                  [/Edit]
                  Last edited by animal_waves; March 11, 2022, 23:43.

                  Comment

                  • Selkie
                    Swordsman
                    • Aug 2020
                    • 434

                    #39
                    Originally posted by animal_waves
                    Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
                    I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!

                    [Edit]
                    Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
                    lore.txt already exists, is populated and is writable.
                    What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

                    I already lost 2h+ of progression and two nice artifacts to this problem .
                    Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
                    [/Edit]
                    I hope I'm not totally missing the point, and I'm sorry you lost game time and juicy artifacts, but why not save with control S? I've never done anything different, even when quitting out of the game.

                    I'm not denying this is a bug, just a workaround in the meantime

                    Comment

                    • backwardsEric
                      Knight
                      • Aug 2019
                      • 531

                      #40
                      Originally posted by animal_waves
                      Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
                      I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!
                      Each front end does low-level key and mouse handling before it gets passed to the core. It looks like the '=' to end the keymap input isn't handled properly by the SDL2 front end.

                      Originally posted by animal_waves
                      Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
                      lore.txt already exists, is populated and is writable.
                      What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

                      I already lost 2h+ of progression and two nice artifacts to this problem .
                      Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
                      Is the filesystem where your savefiles and lore.txt are located close to running out of inodes or space (some condition that would prevent generation of a new file)? Saving the lore happens after the savefile but looks like it has better handling of "couldn't open the file" conditions than the savefile code so you see the message about the lore.txt save failing but not about the failure to save the savefile.

                      Comment

                      • animal_waves
                        Rookie
                        • Aug 2018
                        • 23

                        #41
                        Originally posted by Selkie
                        I hope I'm not totally missing the point, and I'm sorry you lost game time and juicy artifacts, but why not save with control S? I've never done anything different, even when quitting out of the game.

                        I'm not denying this is a bug, just a workaround in the meantime
                        Ah good question! Out of habit I suppose, I never imagined saving "in game" in a roguelike, only on exit. Actually I wasn't even aware of the command until you mentioned it.
                        I will test it, but I suppose it uses the same function as the ^X command so I don't get too much hope.

                        Originally posted by backwardsEric
                        Is the filesystem where your savefiles and lore.txt are located close to running out of inodes or space (some condition that would prevent generation of a new file)? Saving the lore happens after the savefile but looks like it has better handling of "couldn't open the file" conditions than the savefile code so you see the message about the lore.txt save failing but not about the failure to save the savefile.
                        Nope, I still have 90% inodes and around 87GB free. Thanks for reminding me checking the health of my HDD however.
                        I'll try to debug with strace and post here if I have any news!

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #42
                          Delete any old lore.txt.new in the user directory. Then try again.

                          Comment

                          • spara
                            Adept
                            • Nov 2014
                            • 235

                            #43
                            I see that my lantern (found on the floor) has not been fully ID:d. However, the resistances etc. matrix does not show any question marks. Is this supposed to happen?

                            edit. Found an ID scroll that reveals the lantern has been cursed. So the curse was the reason for ??, but was it so that curses we're not rune magic or something hence not showing question marks in the resistances matrix?

                            Comment

                            • animal_waves
                              Rookie
                              • Aug 2018
                              • 23

                              #44
                              The matrix does not list all possible curses (ex: teleportation, sickliness, envelopping curse are missing). I think the reason must be because they have no 'flags' fields in curse.txt so they don't appear in the Matrix. Other curses have such flags (ex: vulnerabilty have AGGRAVATE as a flag) so they will appear in the matrix.

                              Comment

                              • Ingwe Ingweron
                                Veteran
                                • Jan 2009
                                • 2129

                                #45
                                Originally posted by Nick
                                Confirmed, it's broken. I think I know what's wrong, there will be a fix in due course. Also 4.2.5 confirmed
                                Any ETA for this fix? Or should I just continue the laborious process of "probing" each monster, and doing several iterations of being careful not to kill unprobed uniques? I can do it, I've done it a few times before. I've gotten my current @ to about 40% full knowledge.
                                “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                                ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                                Comment

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