Angband 4.0 beta release

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Originally posted by fizzix
    The hound movement might be related to pack AI behavior. It's hard to tell. I'll try to look into it later to figure out what it's trying to do.
    I don't know, but I don't think it is the pack behavior. That wouldn't explain Baphomet and the Black Wraith earlier, plus @ was in the room of the vault, so the hound should have given chase as in the latest example with the hydras that don't give chase.
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      Originally posted by Ingwe Ingweron
      I don't know, but I don't think it is the pack behavior. That wouldn't explain Baphomet and the Black Wraith earlier, plus @ was in the room of the vault, so the hound should have given chase as in the latest example with the hydras that don't give chase.
      Ok, I'll take a look at the pathing issue tonight. Thanks for the save files, they will be helpful.

      edit: I found at least one bug, I put a fix which handles the cases in those files. But I have a feeling this bug will crop up in other places too.
      Last edited by fizzix; April 24, 2015, 04:18.

      Comment

      • Thraalbee
        Knight
        • Sep 2010
        • 707

        Reading ?Rune of Protection from the ground fails. Probably since the ground is occupied by the scroll. Pick it up first and it works. Not sure if this was always the case but I would prefer that it works.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          Originally posted by Thraalbeast
          Reading ?Rune of Protection from the ground fails. Probably since the ground is occupied by the scroll. Pick it up first and it works. Not sure if this was always the case but I would prefer that it works.
          That's definitely a bug.
          “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
          ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            Originally posted by Ingwe Ingweron
            That's definitely a bug.
            Honestly, as long as it's not a crash, I think that's a low priority bug.

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              Just found a randart Star with no activation - is that supposed to happen? (As far as I know, randart lights in earlier versions always retained their standart equivalent activations.) This one just has radius 3 light and disenchantment resistance.

              Also, on far a more trivial note, when you generate artefact spoilers there's no "Successfully created a spoiler file." message any more, so it's not obvious anything's actually happened from selecting the option.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                Update 9296830 fixes
                • Movement problems (all I believe - please report if not) - thanks to fizzix for pointing out to me which way was up
                • Empty lists (especially quiver and floor) can be selected from the inventory 'i' or equipment 'e' commands
                • Messages now appear correctly for mages taking gloves on and off, and beginning and end of armour encumbrance


                Related to the last, there has also been a large rewrite of player property recalculations, after PowerWyrm pointed out some deficiencies with it. This should have improved the logic, but it's possible it will have introduced new bugs, in particular from places where compensation had been put in place for the old logic...
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Ingwe Ingweron
                  Veteran
                  • Jan 2009
                  • 2129

                  Damn, the latest iteration didn't fix the no downstairs after killing Sauron and recalling issue. "Tester" still can't go kill Morgoth. Oh, well, I think I'll let him die and start a new Tester. That will be good from a playtest perspective since it will reexamine the early play bugs of id-by use, etc.
                  “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                  ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    Originally posted by Nick
                    Update 9296830 fixes [LIST][*]Movement problems (all I believe - please report if not) - thanks to fizzix for pointing out to me which way was up
                    Before I suicide Tester, here's a savefile which demonstrates AI movement problems are still present. @ can rest, move around a little, and it's rare for one of the monsters to come out after him. Frustrating since there's Crebain in there that accelerate the nasties. Tester.zip

                    You can also check out the level on the full map. No downstairs even though Sauron is dead. The stairs appear when you kill him, but if you don't take them and recall to town or go up, @ can never descend below DL99.
                    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                    Comment

                    • Nomad
                      Knight
                      • Sep 2010
                      • 958

                      Some weird behaviour from Wormtongue here in the latest version (9296830). I've got him in a corner like this:

                      Code:
                      [tt][bc=black][color=grey] #[COLOR="#C08040"]'[/COLOR]##### 
                       #.[COLOR="#C08040"]'[/COLOR]..[COLOR="#00FFFF"]p[/COLOR]# 
                       #[COLOR="#C08040"]'[/COLOR]###[color=white]@[/color]##
                       #.......
                      [/color][/bc][/tt]
                      I've been hitting him a while, but he just keeps moving one square to the left and then back to the right again without attacking me or casting spells. (Not sure if it's relevant, but just before he started doing this he cast create traps, so the square one step to the left that he keeps moving into has a concealed trap in it.) Savefile attached:
                      Attached Files

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        Originally posted by Nomad
                        Some weird behaviour from Wormtongue here in the latest version (9296830). I've got him in a corner like this:

                        Code:
                        [tt][bc=black][color=grey] #[COLOR="#C08040"]'[/COLOR]##### 
                         #.[COLOR="#C08040"]'[/COLOR]..[COLOR="#00FFFF"]p[/COLOR]# 
                         #[COLOR="#C08040"]'[/COLOR]###[color=white]@[/color]##
                         #.......
                        [/color][/bc][/tt]
                        I've been hitting him a while, but he just keeps moving one square to the left and then back to the right again without attacking me or casting spells. (Not sure if it's relevant, but just before he started doing this he cast create traps, so the square one step to the left that he keeps moving into has a concealed trap in it.) Savefile attached:
                        Reminds me of how monsters behaved in 3.5 when you were standing on a Glyph of Warding. Maybe he thinks he can't melee you for some reason?

                        Comment

                        • Nomad
                          Knight
                          • Sep 2010
                          • 958

                          Originally posted by Derakon
                          Reminds me of how monsters behaved in 3.5 when you were standing on a Glyph of Warding. Maybe he thinks he can't melee you for some reason?
                          Well, I'm a level 7 warrior with an average dagger standing in an empty square, so I'm not sure what he's so afraid of...

                          But on further testing, I'm getting some weird monster movement all round - I keep seeing monsters move upwards away from me instead of down towards me, and getting stuck in similar sorts of corners. Looks like a new bug has been introduced with 9296830 - it has the feel of a copy/paste error or accidental inversion where some sort of IF [situation] THEN [move in x direction] statement is outputting the wrong direction.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            Originally posted by Nick
                            Update 9296830 fixes [LIST]
                            ...there has also been a large rewrite of player property recalculations, after PowerWyrm pointed out some deficiencies with it. This should have improved the logic, but it's possible it will have introduced new bugs, in particular from places where compensation had been put in place for the old logic...
                            The player property recalculations have improved ID by use a little bit. {magical} items now drop their appendage after use. However, other obvious {excellent} items remain a problem. E.g., Sling worn as {excellent}. After successfully firing a missile, it shows as a “Sling (x2) (+15,+6) {excellent}". Obviously, it is a Sling of Accuracy, but the “{excellent}” appendage remains rather than id by use. Same thing with a Cloak of Stealth, the stealth is obvious, but after defending an attack so the armor class is known the cloak still carries the {excellent} appendage. Have to burn Identification simply to remove the appendages.
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              Originally posted by Nomad
                              But on further testing, I'm getting some weird monster movement all round - I keep seeing monsters move upwards away from me instead of down towards me, and getting stuck in similar sorts of corners. Looks like a new bug has been introduced with 9296830 - it has the feel of a copy/paste error or accidental inversion where some sort of IF [situation] THEN [move in x direction] statement is outputting the wrong direction.
                              Yep, further experimenting does seem to confirm that up and down are currently flipped. If you're standing left or right of a monster it will happily attack you, but if you're below, it will move upwards, and if you're above, it will move downwards. So right now, as long as you attack from one of the vertical directions, you can melee everything with impunity and the monsters are unable to hit back.

                              Comment

                              • fizzix
                                Prophet
                                • Aug 2009
                                • 3025

                                Originally posted by Ingwe Ingweron
                                The player property recalculations have improved ID by use a little bit. {magical} items now drop their appendage after use. However, other obvious {excellent} items remain a problem. E.g., Sling worn as {excellent}. After successfully firing a missile, it shows as a “Sling (x2) (+15,+6) {excellent}". Obviously, it is a Sling of Accuracy, but the “{excellent}” appendage remains rather than id by use. Same thing with a Cloak of Stealth, the stealth is obvious, but after defending an attack so the armor class is known the cloak still carries the {excellent} appendage. Have to burn Identification simply to remove the appendages.
                                The problem with ID currently is that in order to fully ID something you need to know everything that it isn't (unless it has the "easy_know" flag). This makes ID quite a bear. I suggested a partial fix, but I don't think Nick liked it. I have no idea how else to fix the problem.

                                Comment

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