Angband 4.0 beta release

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  • Thraalbee
    replied
    Hmm... +6 is maybe not so bad. THis one was in the same set
    Code:
    the Long Bow of Andir (x14) (+5,+13) <+11>
    ------------------------------------------
    +11 shooting power.
    Provides resistance to fire, dark, chaos.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Speeds regeneration.  
    
    
    Min Level 100, Max Level 127, Generation chance 4, Power 20062, 4.0 lbs
    Based on Aglarang.
    And recharge time on this one is very long
    Code:
    the Long Bow of Nintel (x3) (+17,+24) <+6>
    ------------------------------------------
    +6 strength.
    Provides immunity to frost.
    Provides resistance to acid, lightning, fire, poison gas, dark, shards, nexus,
    chaos.
    Provides protection from fear.
    Cannot be harmed by acid, fire.
    Sustains strength, intelligence.
    Slows your metabolism.  Feather Falling.  Speeds regeneration.  Prevents
    paralysis.  
    
    When activated, it removes all curses.
    Takes 164000 to 80160000 turns to recharge.
    Your chance of success is 87.3%
    
    
    Min Level 68, Max Level 127, Generation chance 1, Power 398, 4.0 lbs
    Based on Ringil.
    (edit: added results from "occur recharge")
    8 matches for "recharge" in buffer: artifact.spo
    774:Takes 164000 to 80160000 turns to recharge.
    1018:Takes 164000 to 80160000 turns to recharge.
    1670:Takes 11 to 20 turns to recharge.
    1685:Takes 51 to 100 turns to recharge.
    1705:Takes 51 to 100 turns to recharge.
    1832:Takes 164000 to 80160000 turns to recharge.
    1852:Takes 164000 to 80160000 turns to recharge.
    1877:Takes 209 to 650 turns to recharge.

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  • Thraalbee
    replied
    ang-v4b-101-ga910411 randard shooter with questionable power.
    +6 shooting speed sounds too good. No?

    Code:
    the Heavy Crossbow of Harmen (x4) (+9,+15) <+6>
    -----------------------------------------------
    +6 shooting speed.
    Provides resistance to acid, lightning, fire, frost, light.
    Cannot be harmed by acid, fire.
    
    
    Min Level 100, Max Level 127, Generation chance 4, Power 20072, 20.0 lbs
    Based on the Eorlingas.

    Leave a comment:


  • AndyHK
    replied
    I believe I have found some reproducible situations where my light flickers out. I am using version a910411 with a character I’ve had going for a fair while.

    I’m playing a mage and:

    1) cast a spell a few times to deplete my SP. Rest using R* then my next key-press is a movement key and my light goes out. It comes back two presses of the 5 key later. This happens even after casting another spell before trying to move (but only if the spell cast was successful).

    2) change level by either going up or down stairs, cast create door, go to cast another spell and message “You cannot see” appears. Light is back on again after 2 presses of the 5 key.

    In fact with further experimentation I’ve found that immediately on changing level, any movement, or spell casting prior to movement, extinguishes the light.

    3) Saving and restarting my character also causes the light to extinguish with the first movement. In this case the light is off for between 2 and 4 turns of movement (from what I have experienced so far).

    I have a copy of my save file if you need it.

    I have had the light going out frequently in combat and I had a scary episode with the Witch-King of Angmar who summoned other ring wraiths in my line of sight just before my light went out. I always cast a light before combat now and a flickering lamp is not much concern (yet) so I haven’t paid attention to circumstances when that might happen.

    A couple of other points as well:

    Since this latest version item ID has changed. The old versions of 4beta would only give you the option to ID a previously unidentified item. Now with the new release using the ID spell brings up my inventory with most (but not all) of the already ID'd items other than those found In the town stores. I have to then press the “-“ key to ID an item on the ground, and select the item. This is going to be a pain in the next big vault I come across.

    I think but I am not sure that Rift In Raal’s used to say “ the <xyz> disappears!” when it teleported a monster. Now it just says “The <xyz> grunts with pain” then the monster is gone with no message.

    Pathfinding seems to be a bit off and I have been noticing (and exploiting) this. Draugluin is currently just a bit to the south and east of me but he can’t make the journey through a short corridor to my line of sight. If you want to see this for yourself I have a copy of the save file.

    <edit> I prepared a nice anti-summoning corridor with RoP in a room so I could attract him and kill him there but he was too much of a pussycat to even come into the room, is this normal behaviour for the Sire of all Werewolves?
    Last edited by AndyHK; April 2, 2015, 13:23.

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  • StMicah
    replied
    I've encountered a bug with ID'ing. I've already id'd scrolls of *healing* and acquirement. I'm stashing them at home, but when I find a new scroll and add it to my inventory, I can id it again using my staff or spells.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nick
    [*]Making a disarm attempt when stopping running at a trap
    Now you run past a previously unseen item (by one square) before stopping. Is this connected?

    Leave a comment:


  • MattB
    replied
    And no squelch crash as yet (touch wood). Although I haven't really got his character down to vault depth yet...

    Thanks for (hopefully) fixing that. It was my single biggest cause of frustration in 4.0beta.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nomad
    No - it happens intermittently after melee killing a monster. I cannot for the life of me pin down the exact circumstances (it seems like it will happen repeatedly in quick succession, and then stop happening for a while) but I've managed to grab a save file that seems to set it off consistently. Melee kill the bunch of orcs in this dark room, and at some point, usually after about the third or fourth, the player's torchlight should go out for a turn. (And if you summon another bunch of cave orcs with the debug commands, you might be able to get it to happen a second time, though it seems to depend on whether the RNG gives you a big enough group.)
    It is definitely much, much rarer than it used to be, so thanks for that. I have had it after hitting a half-orc, then a water vortex, then another half orc, but all in the same room - as if it's the room that triggers it somehow. Does that make any kind of sense?
    Last edited by MattB; April 2, 2015, 00:07. Reason: typo

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  • Nomad
    replied
    *Enchant Weapon* scrolls are now prompting twice - it'll ask you to choose which weapon to enchant, apply the to hit bonus to that, then prompt you to choose again before applying the damage bonus, so you can use it on two different weapons if you want.

    Originally posted by Nick
    OK - is the light flicker bug only happening on the first turn on a new level? If not, when else?
    No - it happens intermittently after melee killing a monster. I cannot for the life of me pin down the exact circumstances (it seems like it will happen repeatedly in quick succession, and then stop happening for a while) but I've managed to grab a save file that seems to set it off consistently. Melee kill the bunch of orcs in this dark room, and at some point, usually after about the third or fourth, the player's torchlight should go out for a turn. (And if you summon another bunch of cave orcs with the debug commands, you might be able to get it to happen a second time, though it seems to depend on whether the RNG gives you a big enough group.)
    Attached Files

    Leave a comment:


  • MattB
    replied
    When using a staff of ID, it offers me the chance to ID such items as 'a staff of detect invisible (10 charges)' and even 'a potion of beserk strength'. If using the 'I' command it doesnt say that I am 'not aware of the full powers of this object' (or whatever the message is), and using the staff uses up a charge without telling me anything new.

    (Apologies if this has been brought up before - it rings a bell...)

    Leave a comment:


  • MattB
    replied
    Originally posted by MattB
    Mentioned before, but doesn't seem to be on the bugtracker: redraw isn't working. I frequently find many random tiles (floor and walls) blacked out. If I hit <i> then <escape> they come back.
    This happens reliably often, but not always, after exiting the character screen or the map. Hope that helps.

    Leave a comment:


  • MattB
    replied
    My elvenkind armour was ignored when I set it to ignore all body armour without high resists. This has persisted through at least the last few updates (and probably since the beginning). It makes life quite inconvenient in the mid-game!

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  • MattB
    replied
    Originally posted by Nick
    OK - is the light flicker bug only happening on the first turn on a new level? If not, when else?
    I think not, but I'll play around a bit and report back. And, seriously, thank you so much for your hard work. I really appreciate it.

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  • Nick
    replied
    OK - is the light flicker bug only happening on the first turn on a new level? If not, when else?

    Leave a comment:


  • MattB
    replied
    Originally posted by MattB
    Also previously mentioned, but not on bugtracker...

    The <k>, i.e. squelch (sorry, ignore), command menu defaults to the equipped items, which are probably the least likely set of items to squelch.
    Sorry, that should be that it defaults to last used menu, be it equipment, inventory or quiver. I still feel that it should default to inventory. I've accidentally squelched things I'm wearing this way.

    E.g. <The dagger in your backpack (h) is average>
    Hit <k> then <h> then 'yeah, yeah, yeah' <enter> <enter> <enter>.
    Sometime later...
    'Where's my cloak?' (or at best, 'why is my cloak inscribed with {ignore} {!d}?'

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  • MattB
    replied
    Also previously mentioned, but not on bugtracker...

    The <k>, i.e. squelch (sorry, ignore), command menu defaults to the equipped items, which are probably the least likely set of items to squelch.

    Leave a comment:

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