Angband 4.0 beta release

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    Update 203d3e8 fixes
    • Problem with mimicked objects which caused a variety of crashes
    • Ego items with no ego activation losing their base object activation
    • A bunch of fixes to ID (thanks fizzix)


    The ID fixes are not complete. Please report on what's working and what isn't - we have some idea of what's still a problem, but confirmation is good.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Thraalbee
      Knight
      • Sep 2010
      • 707

      I have cleared three big vaults and one Ainu pit as well as toyed with Q's to get monsters and drops from dlvl 92 to 94 but not seen a single artifact. I am on rev 171. Admittedly this will happen at times but it seems to be more than bad luck. Since I am playing no recall, forced descent and first time ever got this far with Ironman settings, I'll park this character until I have verified if this is an issue or not.

      (edit) Below you see that 201412 was the last turn I found an artifact.
      Code:
          201412   4550'  Found the Glaive of Pain
          203468   4550'  Killed Khaműl, the Black Easterling
          204022   4550'  Killed Polyphemus, the Blind Cyclops
          204990   4550'  Reached level 44
          205649   4550'  Killed Kronos, Lord of the Titans
          206613   4550'  Killed Atlas, the Titan
          209518   4550'  Killed Scatha the Worm
          209567   4550'  Killed Tselakus, the Dreadlord
          209567   4550'  Reached level 45
          209969   4550'  Killed Thuringwethil, the Vampire Messenger
          211145   4550'  Killed Omarax, the Eye Tyrant
          211512   4550'  Reached level 43
          211512   4550'  Reached level 44
          211512   4550'  Reached level 45
          211879   4550'  Reached level 45
          221833   4600'  Killed Harowen the Black Hand
          222456   4600'  Killed Castamir the Usurper
          223203   4600'  Reached level 46
          229719   4700'  Killed The Cat Lord
          230120   4700'  Killed Feagwath, the Undead Sorcerer
          230120   4700'  Reached level 47
      (edit #2) I made a copy of the save file and in wizard mode read 6x ?*acquirement*
      The result was junk, junk and junk. Plus Eonwe, so artifacts still drop. Only not so often.

      (edit #3) I need up to 10x ?*Acquirement to get one artifact. With a fresh character at the same level I get plenty more of them.

      (edit #4) Cleared more vaults and killed another hoard of enemies but no artifacts until 5000' where I found Anárion, Necklace of the Dwarves, Barahir, Vilya and Eönwë. Some on floor, in vault and drop. So I guess it was just bad luck for a while.
      Last edited by Thraalbee; April 27, 2015, 21:04.

      Comment

      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        Originally posted by Nick
        ...The ID fixes are not complete. Please report on what's working and what isn't - we have some idea of what's still a problem, but confirmation is good.
        Angband 4.0 dev 203d3e8

        Sorry to report, the latest ID fix has broken the identification process. When @ uses a staff of identify in his pack to identify some new gauntlets, the identification instead asks @ if he wants to identify an already identified potion in his pack, the gauntlets aren't offered as a choice. This is in OSX. Patient.zip

        Another minor bug - if @ is started using the rebirth process, the player history reverts to random with no opportunity to change it. (I'd created a little story about how "Patient" was a member of Nick's clinical trial, but the story vanished when I used rebirth.)
        “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
          Angband 4.0 dev 203d3e8

          Sorry to report, the latest ID fix has broken the identification process. When @ uses a staff of identify in his pack to identify some new gauntlets, the identification instead asks @ if he wants to identify an already identified potion in his pack, the gauntlets aren't offered as a choice. This is in OSX. [ATTACH]1230[/ATTACH]

          Another minor bug - if @ is started using the rebirth process, the player history reverts to random with no opportunity to change it. (I'd created a little story about how "Patient" was a member of Nick's clinical trial, but the story vanished when I used rebirth.)
          I'll look at it. I have a feeling there's a conflict somewhere between my commits and some other work Nick has done, since this behavior did not occur during testing. I'll probably nuke my bugfix branch and start with a fresh copy off of angband/master.

          Comment

          • Thraalbee
            Knight
            • Sep 2010
            • 707

            a) R10<return> rests 10 turns unless disturbed.
            b) Press R10<return> immediately again and nothing happens.
            After this the sequence goes back to a, so every second rest command works when nothing else is done.

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              Ingwe, the first bug (not being able to ID the gloves) seems to be a problem with "average" objects not needing identification. Honestly, we need to figure out how best to handle this, because this is obviously a problem. Suggestions, Nick?

              I have no idea about the potion though. I couldn't get a similar behavior with a test character.

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                Originally posted by fizzix
                Ingwe, the first bug (not being able to ID the gloves) seems to be a problem with "average" objects not needing identification. Honestly, we need to figure out how best to handle this, because this is obviously a problem. Suggestions, Nick?

                I have no idea about the potion though. I couldn't get a similar behavior with a test character.
                I thought it just couldn't call up the correct inventory slot, so instead of retrieving the slot with the gauntlets for identification it retrieved the slot with the potion. Maybe something got transposed in the code?
                “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

                • Thraalbee
                  Knight
                  • Sep 2010
                  • 707

                  Acid immunity bug. Wearing Thorin gives Acid immunity but not to all attacks.
                  1) Acid breath - OK
                  2) Acid melee - OK
                  3) Acid ball - damages equipment

                  To test do this:
                  1) create new character, buy some cheap armour pieces and wear them
                  2) Wizard mode Advance, then Create Shield Thorin and wield it
                  3) Wizard mode ^A n Omarax
                  4) wait (using ^A a to heal) until Omarax casts a ball of acid

                  ==> Your set of Leather Gloves is damaged! or whatever piece was hit

                  Comment

                  • Thraalbee
                    Knight
                    • Sep 2010
                    • 707

                    Originally posted by Thraalbeast
                    Acid immunity bug. Wearing Thorin gives Acid immunity but not to all attacks.
                    1) Acid breath - OK
                    2) Acid melee - OK
                    3) Acid ball - damages equipment

                    To test do this:
                    1) create new character, buy some cheap armour pieces and wear them
                    2) Wizard mode Advance, then Create Shield Thorin and wield it
                    3) Wizard mode ^A n Omarax
                    4) wait (using ^A a to heal) until Omarax casts a ball of acid

                    ==> Your set of Leather Gloves is damaged! or whatever piece was hit
                    This is a bigger problem, I also take damage from Acid Breath (Ancient Black Dragon) while wearing Thorin.
                    (EDIT) Meleeing an Acidic Cytoplasm also hurts both HP and equipment. So Thorin does not work whereas if I then wear the one ring, no damage is done to HP or equipment

                    (EDIT) Today's release:
                    Rings of power seem to work as intended but
                    * Ethereal Cloak of Tuor also has imm Acid that fails, I take HP and equipment damage.
                    * Gauntlets of Eol has imm Fire that fails, I take HP and equipment damage.
                    * Main Gauche of Azgahal also fails, I take HP and equipment damage.
                    Last edited by Thraalbee; April 28, 2015, 16:45.

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      Originally posted by Thraalbeast
                      This is a bigger problem, I also take damage from Acid Breath (Ancient Black Dragon) while wearing Thorin.
                      (EDIT) Meleeing an Acidic Cytoplasm also hurts both HP and equipment. So Thorin does not work whereas if I then wear the one ring, no damage is done to HP or equipment

                      (EDIT) Today's release:
                      Rings of power seem to work as intended but
                      * Ethereal Cloak of Tuor also has imm Acid that fails, I take HP and equipment damage.
                      * Gauntlets of Eol has imm Fire that fails, I take HP and equipment damage.
                      * Main Gauche of Azgahal also fails, I take HP and equipment damage.
                      This is probably related to a bug I found earlier where things weren't IDing properly depending on the type of attack. Unfortunately, I gave up on my first code diving attempt, but maybe I'll take a stab at it again with this new information.

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        In object_high_resist_is_possible():

                        Code:
                        	/* Look at all the high resists */
                        	for (i = ELEM_HIGH_MIN; i <= ELEM_HIGH_MAX; i++) {
                        		/* Object has the resist */
                        		if (obj->el_info[i].res_level <= 0) return TRUE;
                        
                        		/* Element properties unknown */
                        		if (!(obj->el_info[i].flags & EL_INFO_KNOWN)) return TRUE;
                        
                        		/* Has a resist, or doubt remains */
                        		return TRUE;
                        	}
                        This returns TRUE on the first resist whatever the object. The code before was using "continue" for the first two tests.

                        Code:
                        	/* Look at all the high resists */
                        	for (i = ELEM_HIGH_MIN; i <= ELEM_HIGH_MAX; i++) {
                        		/* Object doesn't have the resist */
                        		if (obj->el_info[i].res_level <= 0) continue;
                        
                        		/* Element properties known */
                        		if (obj->el_info[i].flags & EL_INFO_KNOWN) continue;
                        
                        		/* Has a resist, or doubt remains */
                        		return TRUE;
                        	}
                        Sounds like the first two checks were simply reversed. So unless I'm mistaken on the change, the correct code should be:

                        Code:
                        	/* Look at all the high resists */
                        	for (i = ELEM_HIGH_MIN; i <= ELEM_HIGH_MAX; i++) {
                        		/* Object has the resist and element properties unknown */
                        		if ((obj->el_info[i].res_level > 0) && !(obj->el_info[i].flags & EL_INFO_KNOWN)) return TRUE;
                        	}
                        Last edited by PowerWyrm; April 29, 2015, 10:38.
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • Nomad
                          Knight
                          • Sep 2010
                          • 958

                          Originally posted by Ingwe Ingweron
                          Sorry to report, the latest ID fix has broken the identification process. When @ uses a staff of identify in his pack to identify some new gauntlets, the identification instead asks @ if he wants to identify an already identified potion in his pack, the gauntlets aren't offered as a choice. This is in OSX.
                          I have a replicable instance of this identified potion bug (and I'm on Windows, so it's not OSX-specific). Use the Staff of Identify in the attached save file and you'll be offered the option of identifying the Flasks of Oil and Potions of Speed as well as unidentified potions and {magical} pebbles.

                          The other ammo and weapons the character is carrying - presumably average - are not possible to ID with the staff, and additionally pseudo-ID does not seem to ever kick in for them either. Even if you ID them by use, trying to squelch them with k gets the "All non-artefact weapons" option as if they're unidentified, and setting quality squelch to average has no effect on them. None of these issues were occurring in 007914e.
                          Attached Files

                          Comment

                          • Thraalbee
                            Knight
                            • Sep 2010
                            • 707

                            Minor randart issues

                            All info taken from the artifact.spo file so I can't say if the game presents it likewise or not.
                            1) Dagger branded with fire + weak fire
                            1) Axe branded with poison + weak posion, lightning + weak lightning and more
                            2) Dagger with activation "When activated, it extends hallucination for 200 turns, extends fire resistance for 0 turns, extends cold resistance for 0 turns and heals 0 hitpoints." great fun but hardly correct
                            2) Like above, activation that clear mind restores some mana, cures ... extends confusion resistance for 0 turns.
                            2) Like above, activation for !life - cure all, restore all and ... heals 0 hitpoints
                            2) Like above, "When activated, it cures blindness and extends telepathy for 0 turns."
                            2) Like above, "When activated, it feeds you for 0 turns, cures poisoning and heals 0 hitpoints."
                            3) (already reported by others) Dragon scale mail activation - when several random types, text should say OR instead of
                            AND

                            Comment

                            • Thraalbee
                              Knight
                              • Sep 2010
                              • 707

                              Creating new character. Accept character history? "N", when editing the text press <end>
                              => Assertion failed, File: z-textblock.c; Line: 115; Expression: new_length >= 0.

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2986

                                Originally posted by Thraalbeast
                                All info taken from the artifact.spo file so I can't say if the game presents it likewise or not.
                                1) Dagger branded with fire + weak fire
                                1) Axe branded with poison + weak posion, lightning + weak lightning and more
                                And the reason is here: http://angband.oook.cz/forum/showpos...&postcount=100.
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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