Angband 4.2.5

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  • Chud
    replied
    So I'm still finding new stuff every once in awhile... I picked up a randart set of boots that has +10 speed and also +1 extra moves. What is "extra moves"? From the name it sounds like you can take two actions per turn instead of one, making it somewhat comparable to an additional +10 speed in many situations - but that seems very powerful, so I'm not sure that's really what it means? Will experiment...

    Also, as an aside, minor bug which I'm sure is already known - if you read a scroll that can't act on anything the message makes it seem like you didn't use it, but you did; for example, read an unknown scroll that turns out to be "remove curse" when you don't have anything cured, it says "you have a scroll of remove curse" but you don't anymore.

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  • Chud
    replied
    So I'm still finding new stuff every once in awhile... I picked up a randart set of boots that has +10 speed and also +1 extra moves. What is "extra moves"? From the name it sounds like you can take two actions per turn instead of one, making it somewhat comparable to an additional +10 speed in many situations - but that seems very powerful, so I'm not sure that's really what it means? Will experiment...

    Also, as an aside, minor bug which I'm sure is already known - if you read a scroll that can't act on anything the message makes it seem like you didn't use it, but you did; for example, read an unknown scroll that turns out to be "remove curse" when you don't have anything cured, it says "you have a scroll of remove curse" but you don't anymore.

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  • Nick
    replied
    Fair point, updated in the latest build now

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  • Ingwe Ingweron
    replied
    Hi there Nick. I'm guessing the title card on Angband should be updated. It currently still references the oook URL for the forum.

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  • Nick
    replied
    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.

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  • backwardsEric
    replied
    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.

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  • Nick
    replied
    I haven't looked, but what about a mimic moving onto a money pile?

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  • backwardsEric
    replied
    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.

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  • PowerWyrm
    replied
    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.

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  • PowerWyrm
    replied
    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.

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  • backwardsEric
    replied
    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().

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  • PowerWyrm
    replied
    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...

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  • gglibertine
    replied
    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.)

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  • Nick
    replied
    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.

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  • backwardsEric
    replied
    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.

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