Angband 4.0 beta release

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  • fizzix
    replied
    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.

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  • Ingwe Ingweron
    replied
    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.

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  • Ingwe Ingweron
    replied
    Originally posted by fizzix
    Are you playing with forced descent on?
    No. Playing Standarts and regular options for my testing purposes. Just burned a !Enlightenment to demonstrate. Check out the full map - no downstairs. Check out the monster memory, Sauron is dead.

    By the way, here is another example of the pathing problem. The @ can rest forever and the hydras do not move up to take him on.

    Tester.zip

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  • fizzix
    replied
    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.

    Leave a comment:


  • fizzix
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev be2a114

    After killing Sauron. If @ returns to town before descending to DL 100, @ cannot get past DL 99. ?Deep Descent returns @ to DL 99 not DL 100. Also, DL 99 has no downstairs even though Sauron is already dead.
    Are you playing with forced descent on?

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev be2a114

    After killing Sauron. If @ returns to town before descending to DL 100, @ cannot get past DL 99. ?Deep Descent returns @ to DL 99 not DL 100. Also, DL 99 has no downstairs even though Sauron is already dead.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    From your inventory, or the floor?
    From the floor.

    EDIT: Maybe like in Monty Python, it was just one thin mint too much and @ exploded!
    Last edited by Ingwe Ingweron; April 23, 2015, 16:19.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev be2a114 -CRASH

    Just crashed reading several ?Satisfy Hunger in succession. Not easily replicable, so no savefile is attached.
    From your inventory, or the floor?

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev be2a114 -CRASH

    Just crashed reading several ?Satisfy Hunger in succession. Not easily replicable, so no savefile is attached.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev be2a114 -Pathing difficulties

    Here's another example. You can rest without moving until the cows come home and the Energy Hound will not come after @. Tester.zip

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  • Nomad
    replied
    If you get a "Your [object] has recharged" message in the same turn that you would have hit the edge of a trap detection boundary while running, you end up running on an extra square and stopping just outside the boundary instead of on it. At least, I think that's what's happening there - I've twice noticed @ running past the edge of a detection area when I got a recharge message. (Possibly other types of messages interrupting running are causing the same issue too? That could be what's behind the intermittent 'run past' bug.)

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev be2a114 -Pathing difficulties

    Here's a savefile with an example of one of the pathing problems. The black wraith and Baphomet seem to be having problems finding @ after he phased and quaffed potions to heal up. Tester.zip

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  • PowerWyrm
    replied
    In 3.5, looking at a blade of chaos on the floor was mentioning the obvious "provides resistance to chaos" in the info. It's not the case anymore. Is that intended?

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  • Nick
    replied
    Update be2a114 fixes
    • Ice attacks not being reduced by RCold (thanks PowerWyrm)
    • Stupid damage numbers in monster bolt and ball attacks
    • Numerous pricing problems


    In fact, the last two were related, as miscalculating spell damage affected monster power, which affected object power, which affected prices (and in fact randarts a little).

    Please report any pricing weirdness - I think it all should be as for 3.5.1 now.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev ac26dbd

    Are enemy Mana Bolts now super-powered?

    Just ran into Baphomet and the monster description shows he can cast a mana bolt for 1566 damage! Checking out some of the other monsters:

    Sauron and Morgoth: Mana Storm (1600) same as Mana Bolt (1600)

    That's messed up.
    I suspect this is a reporting problem rather than a damage problem, but am still looking into it.

    EDIT: Confirmed - it affects monster memory display but not actual damage done, and will be fixed in the next update
    Last edited by Nick; April 22, 2015, 00:20.

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