In that case it must be due to importing a savefile from an older nightly.
Damnit! This gnome mage is looking really good too! (And I deleted the old build as well). Glad it's not a real problem though.
V 3.5 now in feature freeze
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Squelch fix in September 30 nightly
I'm running the 30 Sep 2013 at 21:20 UTC, revision 508d0ad now, and squelching works just fine.Leave a comment:
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Thanks Molybdenum, I appreciate the time spent by everyone that looks at this stuff.
While we're at it...
I've noticed that the damage/round given for my ammunition is the same whether or not I'm wearing my ring of damage +9. Surely that hasn't always been the case? Or am I going mad?Leave a comment:
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While we're at it...
I've noticed that the damage/round given for my ammunition is the same whether or not I'm wearing my ring of damage +9. Surely that hasn't always been the case? Or am I going mad?Leave a comment:
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Yep, I've got it too. I fired off a lot of arrows before I realised they were just vaporising as soon as they landed! At the moment I've had to squelch everything one line above what I want on the 'quality squelching menu' (for all lines below the newly-added 'great weapons' entry). For instance, as a mage I set 'handgear' to 'good', but it squelched my average boots, I've set 'missile weapons' to 'good' in order to get rid of average and magical shots/pebbles, and so on.
Also in the 'digger' category I've only got options for 'bad' and 'average'.
I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
Hope that helps.Leave a comment:
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Also in the 'digger' category I've only got options for 'bad' and 'average'.
I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
Hope that helps.Leave a comment:
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So, I've beeing trying out master, but it seems that there's some weirdness with the X11 port.
Specifically, the main window seems to have doubly-spaced characters -- I've seen this in FAangband, but removing any ANGBAND_* environment variables always seemed to be sufficient to get it to stop. However, with current Angband master I can't seem to get rid of the double spacing. Has anything changed in this area recently which could cause this kind of thing?Leave a comment:
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Hi,
I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
-Squelching a 'Partial Plate Armor [40] {magical} results in:
--Ignore This item only
--Ignore All good robes
A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
-Squelching it results in:
--This item only
--All good Great Weapons
The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
Save game attached.
Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?Leave a comment:
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Squelch mapping bug
Hi,
I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
-Squelching a 'Partial Plate Armor [40] {magical} results in:
--Ignore This item only
--Ignore All good robes
A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
-Squelching it results in:
--This item only
--All good Great Weapons
The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
Save game attached.
Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?Attached FilesLast edited by Jimmi Magnus; September 30, 2013, 18:00.Leave a comment:
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Ahh, I get it. Well I can think of a few ways to do it so that it still solves that problem, but is still weighted towards sending you further away. So iterate over all of the spaces that are max_distance away and make an array of open spaces, but exclude those that are less than x distance (maybe less than 20% of your max?). Then, you know the exact number of places you can go and pick a random number as an index into that array. But this would involve allocated and freeing the array.
The second solution I can think of (which isn't as pretty) is just keep choosing numbers between 0 and max * max * 4 and then check the location of that offset until you find a valid location.Leave a comment:
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I think the idea of teleport taking the player to a completely random square is an interesting one, but it should be recognised that it is a big change.
Currently the player teleport spells are distance specific, and that affects tactical use of them in a big way. For example, phase when right next to a half-full pit is a really bad idea. In a similar way, if you are near a lot of dangerous monsters, teleport which could take you anywhere on the level is much less useful than teleport which is guaranteed to take you well away from them.
In all cases long-range teleport is a calculated risk; this change would significantly alter the calculations.Leave a comment:
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Honestly I don't like the idea of teleportation being dependent on monsters or on the player's knowledge of the dungeon.Leave a comment:
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