Angband 3.1.2 RC1
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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
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Yeah, but it's going to wait til after this release.takkaria whispers something about options. -more-Comment
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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.> 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?takkaria whispers something about options. -more-Comment
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OK, thanks, I'll look into that again.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)takkaria whispers something about options. -more-Comment
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RC2 out at the same locations. Again, if there are no significant bugs, final will go out shortly.Hey everyone,
It's that time again, but different. I've just put together the release candidate for Angband 3.1.2, which you can get from:
http://rephial.org/downloads/TEST/angband-3.1.2-osx.dmgtakkaria whispers something about options. -more-Comment
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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
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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
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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.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.
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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