Angband 4.2.5

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2985

    #46
    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.
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

    Comment

    • mrfy
      Swordsman
      • Jul 2015
      • 327

      #47
      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

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9629

        #48
        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.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #49
          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.
          “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

          • backwardsEric
            Knight
            • Aug 2019
            • 521

            #50
            Originally posted by Ingwe Ingweron
            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.
            Not intentionally, but a post 4.2.5 change caused two timed effects (AFRAID and TERROR) to not apply the side effects of fear to the player. A proposed fix for that is at https://github.com/angband/angband/pull/5965 . Thanks for reporting the problem.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9629

              #51
              Originally posted by backwardsEric

              Not intentionally, but a post 4.2.5 change caused two timed effects (AFRAID and TERROR) to not apply the side effects of fear to the player. A proposed fix for that is at https://github.com/angband/angband/pull/5965 . Thanks for reporting the problem.
              That fix is in place now.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • gglibertine
                Adept
                • Dec 2007
                • 234

                #52
                Very minor bug -- the potion is called "Resist Heat", but when you take it, your status bar says "Resist Fire". This is inconsistent with the behaviour of "Resist Cold", which matches in both places. (I observed this in the Android app but remember it being the same in the Windows build.)

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2985

                  #53
                  Someone noticed me of a bug in my variant based directly off 4.2.5: there was a pile integrity failure about some copper coins and the log showed that just before that a player was digging some quartz vein and found some copper, followed by some message about discovering a hidden mimic. Do you thing it's possible that instead of copper then game generated hidden creeping coins instead? I don't see how this is possible in the 4.2.5 code and I don't remember changing anything about the mimic code in my variant...
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • backwardsEric
                    Knight
                    • Aug 2019
                    • 521

                    #54
                    Like you, I do not see how place_gold() would generate a monster instead. Does the log make it clear that the mimic was revealed when the player tried to move onto the copper from the vein? Or could it have happened some time later at a different location?

                    There's one outstanding pull request related to mimics, https://github.com/angband/angband/pull/5979 . However, that would only be relevant for gauntlet, hard-centre, or lair levels. Even then, the pull request fixes up the link from the mimicked object to the monster and that link only comes into play when revealing a mimic in project_o().

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2985

                      #55
                      The problem here is that the pile integrity check compares two identical objects (some copper), but the first one (square(cave, obj->grid)->obj) is address 02E06B70 and the other one (mon->mimicked_obj) is address 02FF5F90, so there must have been an object copy somewhere instead of just equaling the pointers.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2985

                        #56
                        I think I found the reason... and it's an interesting one. When a mimic is generated, we call place_monster() to place the monster then mon_create_mimicked_object() to create the corresponding mimicked object. Inside mon_create_mimicked_object(), the money object is generated via make_gold() and directly assigned to the mimic (mon->mimicked_obj = obj). However, the object is placed inside the cave via floor_carry(). Guess what happens if the mimic (copper) was placed on a square... that already contained some copper! Yeah, the mimicked object is absorbed by the object in the square and the amount is just increased... and mon->mimicked_obj now points do a deleted object.
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • backwardsEric
                          Knight
                          • Aug 2019
                          • 521

                          #57
                          https://github.com/angband/angband/pull/6033 will prevent a mimicked object from stacking with another object. Monster placement uses empty grids (this is explicit in pick_and_place_distant_monster() and vault_monsters(); for vaults it is implicit by the mapping of vault symbols to stuff placed in the dungeon) as far as I can tell, so I don't expect that pull request to help with the pile integrity failure. It will keep dropped objects from merging with a mimicked object already on the floor.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9629

                            #58
                            I haven't looked, but what about a mimic moving onto a money pile?
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • backwardsEric
                              Knight
                              • Aug 2019
                              • 521

                              #59
                              While it's mimicking, it does not move on its own (mon-move.c:1946). If moving on its own, the mimicked object has been removed from the dungeon. If another monster forces it to swap positions, that could do it, though it would have to happen out of sight of the player.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9629

                                #60
                                Yeah, I remember long ago (before the split between reality and what the player sees) there used to be a thing where you would detect money in a vault, then see it moving around as the mimic was pushed by other monsters.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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