Angband 4.0 beta release
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Thanks, Nick! No problem breaking savefiles. We're all in Beta, right? Wish I could code so I could offer solutions like the amazing PowerWyrm. In real life, I always hate identifying problems without proposing a solution. But, since coding isn't in my repertoire, I'm just glad to contribute through playtesting. -
I now have an actual fix for the movement problem, which will be in the next update - it was nothing to do with the AI logic, but rather some silliness with variable types. In the process I redid the logic to read more sensibly, though, so it was all really quite productive.
The fix will work for now, but at some point I will need to break savefiles to get a more robust solution.
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.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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...Leave a comment:
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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.Leave a comment:
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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]
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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]
Attached FilesLeave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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...Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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