Angband 3.1.2 RC1

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  • Marble Dice
    Swordsman
    • Jun 2008
    • 412

    #16
    Originally posted by ekolis
    When I cast "magic missile", the bolt looks like the wrong symbol... the slash is pointing perpendicular to the direction it should point! E.g. if I cast to the northwest, I get a forward-slash character instead of a backslash as I'd expect.
    Ticket #1089, fixed in r1905.

    Originally posted by PowerDiver
    In the nightlies, this was don't display until you get a hit. Is the above a miswording, or are you moving closer to the view of noticing attack things on wield, or something else?
    The wording was misleading. It's still discovered when you learn the attack bonuses of the weapon (on a successful hit).

    Comment

    • Widget
      Rookie
      • Jul 2009
      • 7

      #17
      I'd request the memory leak patch for the gtk port is brought into 3.1.2. It might not totally fix the problem but the leak is truly massive.

      Also I'm afraid --bindir still isn't honoured by ./configure.

      I have a Gentoo ebuild for the release when it's done (with or without a working --bindir arg)

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #18
        Originally posted by PowerDiver
        There is still the bug where when you take off an item with full inventory that causes you to drop the last item in your pack instead of the removed item.
        Believed fixed in r1908.
        linux->xterm->screen->pmacs

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          #19
          Originally posted by Netbrian
          I understand that the smaller levels have had the side-effect of making vaults less common. Will this be changed for 3.1.2?
          No. That's stuff for 3.1.3.
          takkaria whispers something about options. -more-

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #20
            Originally posted by ZenDragon
            does anyone know if the level feelings have been fixed?
            No change from the previous version.
            takkaria whispers something about options. -more-

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #21
              Originally posted by Colbey
              Wasn't the tone of the previous purple powwows trending toward reverting the change (perhaps in favor of giving uniques colors similar to their old colors but that are never used for non-uniques)? I seem to recall there being significant disagreement with the purple.
              Yeah, but it's going to wait til after this release.
              takkaria whispers something about options. -more-

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #22
                Originally posted by bron
                > Please note that this release breaks savefiles again.

                I can understand this breakage, but needing to rebuild the monster memory is painful (I know that I personally have gone to a great deal of trouble to Probe virtually the entire monster list. More than once.). Perhaps when this breakage occurs you could make playing with the "know all monster info" cheat option not be considered to be a cheat for that release?
                It's too late to do much about this now, but I'll file a ticket so that 3.1.3 and onwards will import monster memory even if we can't import the old character.
                takkaria whispers something about options. -more-

                Comment

                • takkaria
                  Veteran
                  • Apr 2007
                  • 1951

                  #23
                  Originally posted by Widget
                  I'd request the memory leak patch for the gtk port is brought into 3.1.2. It might not totally fix the problem but the leak is truly massive.

                  Also I'm afraid --bindir still isn't honoured by ./configure.

                  I have a Gentoo ebuild for the release when it's done (with or without a working --bindir arg)
                  OK, thanks, I'll look into that again.
                  takkaria whispers something about options. -more-

                  Comment

                  • takkaria
                    Veteran
                    • Apr 2007
                    • 1951

                    #24
                    Originally posted by takkaria
                    RC2 out at the same locations. Again, if there are no significant bugs, final will go out shortly.
                    takkaria whispers something about options. -more-

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #25
                      Originally posted by PowerDiver
                      There is still the bug where when you take off an item with full inventory that causes you to drop the last item in your pack instead of the removed item.
                      I consider this to be a significant bug...

                      Comment

                      • takkaria
                        Veteran
                        • Apr 2007
                        • 1951

                        #26
                        Originally posted by fizzix
                        I consider this to be a significant bug...
                        It was fixed 10 hours ago-- see d_m's post.
                        takkaria whispers something about options. -more-

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #27
                          Originally posted by takkaria
                          It was fixed 10 hours ago-- see d_m's post.
                          gotcha, somehow I missed that.

                          Comment

                          • ekolis
                            Knight
                            • Apr 2007
                            • 921

                            #28
                            Minor issue, but while un-ID'd food says "it can be eaten" in its description, un-ID'd wands say "it can be activated", not "it can be aimed"...

                            edit: also, the spell title "Detect Hidden Traps/Doors" is rather misleading as to its actual usefulness, as it detects stairs as well, which is a useful function for someone looking to dive or return to the surface... perhaps "Detect Traps and Exits" would be better?
                            You read the scroll labeled NOBIMUS UPSCOTI...
                            You are surrounded by a stasis field!
                            The tengu tries to teleport, but fails!

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2820

                              #29
                              Originally posted by takkaria
                              RC2 out at the same locations. Again, if there are no significant bugs, final will go out shortly.
                              There are a couple of old presumably known minor bugs. The one you might consider is that although you notice artifacts on pickup, they do not appear in the knowledge menu. The knowledge code must not be calling the same functions as the preserve mode stuff. It's not important per se, but that kind of inconsistency always leaves me worried.

                              Comment

                              • Marble Dice
                                Swordsman
                                • Jun 2008
                                • 412

                                #30
                                Originally posted by PowerDiver
                                There are a couple of old presumably known minor bugs. The one you might consider is that although you notice artifacts on pickup, they do not appear in the knowledge menu. The knowledge code must not be calling the same functions as the preserve mode stuff. It's not important per se, but that kind of inconsistency always leaves me worried.
                                I don't think this is quite as minor as it may seem. When you pick up (or wield off the floor) an artifact, it gets (invisibly) noted in your character history, and you sense that it is an artifact, which reveals the artifact's name on the object.

                                When the artifact is fully identified, it gets entered into the knowledge menu, the character history note is revealed, and that artifact is prevented from further generation under preserve mode.

                                Comment

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