Angband 4.2.5

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  • Ingwe Ingweron
    replied
    Has there been a change to "Afraid" status? Playing the nightly, I've noticed that @ can still melee while "Afraid" even though @ does not have pFear.

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  • Nick
    replied
    Originally posted by mrfy
    Using 4.2.5-185-g02b5e5f72 on macosx, I'm noticing that the first action taken doesn't make a sound but the second does.

    For example,
    Picking up multiple arrows/shots/bolts, sometimes the first item picked up is silent but 2nd and following ones make the quiver pick up sound.

    Or switch to tunneling, and the first wall removed doesn't make a sound but following ones do.

    Submitted to github as #5962
    Thanks for reporting.

    Leave a comment:


  • mrfy
    replied
    Using 4.2.5-185-g02b5e5f72 on macosx, I'm noticing that the first action taken doesn't make a sound but the second does.

    For example,
    Picking up multiple arrows/shots/bolts, sometimes the first item picked up is silent but 2nd and following ones make the quiver pick up sound.

    Or switch to tunneling, and the first wall removed doesn't make a sound but following ones do.

    Submitted to github as #5962

    Leave a comment:


  • PowerWyrm
    replied
    The logic for reducing chance of successfully applying a skill (disarming, opening...) is not consistent everywhere. Sometimes a factor of 1/10 is applied for TMD_BLIND/no light/TMD_CONFUSED​/TMD_IMAGE​ and sometimes a 1/10 factor is applied for TMD_BLIND​/no light and then another 1/10 reduction is applied for TMD_CONFUSED​/TMD_IMAGE.

    10% factor: do_cmd_lock_door(), do_cmd_disarm_aux()
    10% + 10% factors: do_cmd_open_chest(), do_cmd_disarm_chest(), calc_unlocking_chance()

    The best would be to rename calc_unlocking_chance() and use it everywhere a skill power is calculated.

    Leave a comment:


  • PowerWyrm
    replied
    In effect_handler_TAP_UNLIFE(), the message displays "You draw power from the (m_name). (drain​)​"

    "drain​" is actually the amount of mana restored, not the damage dealt. The value here should be "amount".

    Leave a comment:


  • PowerWyrm
    replied
    Something I found while porting the latest changes to my variant. Sometimes pointers are used before they're checked with an assert later on in the code. For example in mon_create_drop():

    struct monster_lore *lore = get_lore(mon->race);
    ...
    assert(mon);​

    If "mon" is not defined, then the assert will be useless since the code will throw an exception before reaching that assert. To be consistent, either remove the assert or put the code using the pointer after it.

    Leave a comment:


  • AceRimmer
    replied
    I guess I thought this was intentional -- you read the unfamiliar scroll, because you didn't know what it did. When it turned out to be unusable, you lost the use of the scroll. Kind of like drinking any potion. But the in-game message should still tell you the correct number of scrolls remaining.

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  • PowerDiver
    replied
    I mentioned this bug a few messages upthread. It's not just scrolls, anything you can escape out of. A workaound is to drop unided stuff and use it off the floor, but that means you cannot do it while standing on stairs and risks loss to breaths and is just plain annoying.

    Leave a comment:


  • malcontent
    replied
    Just noticed this yesterday - read a scroll of identify with nothing to identify (Doh!) - game messages told me I had nothing to identify and that I had three scrolls of Identify (same as before) - but my inventory showed 2 and never corrected - so I lost one scroll to stupidity but I don't think I should have

    Leave a comment:


  • gglibertine
    replied
    In the last few versions, I've found it impossible to enchant any armor item above +14, no matter how many times I spam the Enchant Armour spell or how many scrolls I read. I'm talking literally hundreds of attempts. Is this expected behaviour now, or is it a bug? Weapons, I can get to +15 with patience, but the armour just won't do that last level of enchantment.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by PowerDiver
    I've noticed a bug in 4.2.5 I never noticed in previous versions. I had 2 unided scrolls of enchant to hit in my pack, read and escaped out without using it, my pack reshuffled and then I had only one.
    Here's another related bug. If you use an unided staff of banishment and escape out when asked which monster to banish, that costs a charge. With an identified staff it does not cost a charge.

    Leave a comment:


  • Nick
    replied
    Originally posted by Chryana
    Thanks, that makes sense.
    My apologies if it wasn't appropriate to post this in the thread about the new Angband release; on second thought, I should have started a new thread to discuss this.
    It's about this version; seems reasonable to me.

    Leave a comment:


  • Chryana
    replied
    Thanks, that makes sense.
    My apologies if it wasn't appropriate to post this in the thread about the new Angband release; on second thought, I should have started a new thread to discuss this.

    Leave a comment:


  • Pete Mack
    replied
    Again: low level monsters flee much higher level @. I don't know the rule, but I suspect you qualify.

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  • Chryana
    replied
    It's a nest. All the monsters are awake. I don't think stealth matters in this situation. My guess is they can't open a locked door.

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