Angband 4.2.4

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  • Nick
    replied
    Originally posted by Sphara
    Hi Nick.
    Trap immunity (Wormtongue boots) doesn't apply when disarming chest traps. Summoning trap went off on my face. Intended or not?
    Good question. I think I just assumed only floor traps, and I probably think it should stay that way. What do others think?

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  • Sphara
    replied
    Hi Nick.
    Trap immunity (Wormtongue boots) doesn't apply when disarming chest traps. Summoning trap went off on my face. Intended or not?

    Leave a comment:


  • ewert
    replied
    Just as an aside request, any chance the autopickup/interrupt coding could be changed to a different order so that no-energy autopickups happen before interrupts? It keeps making me peevish to have to retrace my steps to pick up gold/ammo/etc just because there is a visible monster and using shift-run movements. I am pretty sure the annoyance has to do with the order of interrupt/autopickups from what I have observed.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Nick, in a recent nightly, the lettering for equipment and other menus was changed, I guess to accommodate the rogue-like key set. That's fine, but the Character Information Screen lettering for equipment needs to be similarly updated. Right now the lettering there no longer matches the equipment menu.
    backwardsEric has done a fix for this; it will get pulled in soonish.

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  • Ingwe Ingweron
    replied
    Nick, in a recent nightly, the lettering for equipment and other menus was changed, I guess to accommodate the rogue-like key set. That's fine, but the Character Information Screen lettering for equipment needs to be similarly updated. Right now the lettering there no longer matches the equipment menu.

    Leave a comment:


  • Sky
    replied
    Originally posted by Nick
    Yes, correct. Also some PASS_WALL monsters were made rarer.

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  • malcontent
    replied
    Originally posted by Ingwe Ingweron
    When you [I]nspect the missiles in your quiver after you cast such spells, you see the poison or slay evil damage estimates. That is what leads me to think they actually should have such damage.
    Yeah, I think that is the issue. It is disappointing not to get the extra damage on ranged attacks after seeing it during inspection. I'm glad you pointed this out.

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  • Ingwe Ingweron
    replied
    Originally posted by backwardsEric
    What leads you to think that Venom and Smite Evil affect missile attacks? The descriptions are "Coats all your melee weapons with poison for 18+d18 turns." and "Temporarily makes your melee attacks slay evil creatures.". In the code, temporary brands or slays, like those granted by those spells, are only applied to melee attacks. Based on that, the displayed message is correct.
    When you [I]nspect the missiles in your quiver after you cast such spells, you see the poison or slay evil damage estimates. That is what leads me to think they actually should have such damage.

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  • robinjohnson
    replied
    Originally posted by backwardsEric
    What leads you to think that Venom and Smite Evil affect missile attacks?
    I haven't checked this in 4.2.4, but I seem to recall the damage messages for missile weapons in your quiver when you 'I'nspect them include the Venom/Smite Evil bonuses when they shouldn't.

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  • backwardsEric
    replied
    Originally posted by Ingwe Ingweron
    Another minor bug: When "Venom" or "Smite Evil" are cast, it affects the wielded weapon as well as missiles. If monster is struck with the weapon, the appropriate message is displayed, i.e., "You poison the X" or "You smite the X", however, the message for missiles is only "Your [missile] hits X." Shouldn't the missile message report poison or smite (or rather "pierce"), respectively?
    What leads you to think that Venom and Smite Evil affect missile attacks? The descriptions are "Coats all your melee weapons with poison for 18+d18 turns." and "Temporarily makes your melee attacks slay evil creatures.". In the code, temporary brands or slays, like those granted by those spells, are only applied to melee attacks. Based on that, the displayed message is correct.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Another minor bug: When "Venom" or "Smite Evil" are cast, it affects the wielded weapon as well as missiles. If monster is struck with the weapon, the appropriate message is displayed, i.e., "You poison the X" or "You smite the X", however, the message for missiles is only "Your [missile] hits X." Shouldn't the missile message report poison or smite (or rather "pierce"), respectively?
    Last edited by Ingwe Ingweron; April 7, 2022, 06:52.

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  • Ingwe Ingweron
    replied
    Originally posted by malcontent
    I think I have seen that behavior with other spells (Dimension Door). I assumed that was normal - at some point you pass the threshold whether the spell has failed, does that happen when the spell is selected? or after you provide the necessary info?
    The mana cost occurs upon the <Esc> after Tap Magical Energy was selected, but player escapes before selecting the wand or stave to tap. So, after the spell is selected, no necessary info provided, and mana cost when player cancels the spell.

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  • malcontent
    replied
    Originally posted by Ingwe Ingweron
    A minor bug. If one begins to cast "Tap Magical Energy", but then thinks better of it and escapes out of it without choosing a wand or stave to drain, @ is still charged the mana points for casting.
    I think I have seen that behavior with other spells (Dimension Door). I assumed that was normal - at some point you pass the threshold whether the spell has failed, does that happen when the spell is selected? or after you provide the necessary info?

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  • Ingwe Ingweron
    replied
    A minor bug. If one begins to cast "Tap Magical Energy", but then thinks better of it and escapes out of it without choosing a wand or stave to drain, @ is still charged the mana points for casting.

    Leave a comment:


  • Nick
    replied
    These sound like lava messages.

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