Angband 4.0 beta release
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Judging by the pattern of which doors are missing, I'm going to take a stab that the problem is with where the symbols used in room_template.txt have been semi-standardised with vault symbols, and the "place some monsters and treasures nearby" symbol, (previously !) has been changed to a number 9. It looks like the code is possibly reading 3-followed-by-9 as 39 and failing to place a door because it doesn't recognise it's a 3, or something similar.
The code that parses these rooms contains the line (gen-room.c:1913):
Code:doorpos = atoi(t);
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Judging by the pattern of which doors are missing, I'm going to take a stab that the problem is with where the symbols used in room_template.txt have been semi-standardised with vault symbols, and the "place some monsters and treasures nearby" symbol, (previously !) has been changed to a number 9. It looks like the code is possibly reading 3-followed-by-9 as 39 and failing to place a door because it doesn't recognise it's a 3, or something similar.
Code:[bc=black][color=lightgrey] ############### #.............# #.#.###.#####.# #.#...#.#...#.# #.#...#.[COLOR="#C08040"]'[/COLOR]...#.# #.#...#.#...#.# #.#####.#####.# #.............# ############### [/color][/bc]
Code:[bc=black][color=lightgrey]D:%%%%%%%%%%%%%%% D:%.............% D:%.##2##.##4##.% D:%.#...#.#...#.% D:%.1...[color=orange]3[/color]9[color=orange]3[/color]...1.% D:%.#...#.#...#.% D:%.##4##.##2##.% D:%.............% D:%%%%%%%%%%%%%%%[/color][/bc]
I'll keep an eye out for any more examples...Leave a comment:
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Judging by the pattern of which doors are missing, I'm going to take a stab that the problem is with where the symbols used in room_template.txt have been semi-standardised with vault symbols, and the "place some monsters and treasures nearby" symbol, (previously !) has been changed to a number 9. It looks like the code is possibly reading 3-followed-by-9 as 39 and failing to place a door because it doesn't recognise it's a 3, or something similar.Leave a comment:
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When my Rogue switches back and forth between super heavy armour (AC 102 adamantite plate) and leather, not only is the SP display incorrect. Also the AC is not always updated correctly, the old values remain even after switch. I will make a copy of the savefile if it turns out to be hard to reproduce.Leave a comment:
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There seems to be an issue with the randomly positioned doors not always being generated correctly for templated rooms, causing the generation process to make a break in the wall. For instance, I've just come across this:
Code:[bc=black][color=lightgrey] ####################### #.....................# #.#.#.###.###.#.#.###.# #.#.#.#.[COLOR="#C08040"]'[/COLOR].#.[COLOR="#C08040"]'[/COLOR].#.#.#.[COLOR="#C08040"]'[/COLOR].# #.###.###.###.###.###.# #.....................# #.###.###.#.#.###.###.# #.[COLOR="#C08040"]'[/COLOR].#.[COLOR="#C08040"]'[/COLOR].#.#.#.[COLOR="#C08040"]'[/COLOR].#.[COLOR="#C08040"]'[/COLOR].#.# #.###.###.###.###.###.# #.....................# ####################### [/color][/bc]
Code:[bc=black][color=lightgrey]D:%%%%%%%%%%%%%%%%%%%%%%% D:%.....................% D:%.#2#.#2#.#2#.#2#.#2#.% D:%.1.[color=orange]3[/color]91.[color=orange]3[/color].19[color=orange]3[/color].1.[color=orange]3[/color]91.[color=orange]3[/color].% D:%.#4#.#4#.#4#.#4#.#4#.% D:%.....................% D:%.#4#.#4#.#4#.#4#.#4#.% D:%.[color=orange]3[/color].19[color=orange]3[/color].1.[color=orange]3[/color]91.[color=orange]3[/color].19[color=orange]3[/color].1.% D:%.#2#.#2#.#2#.#2#.#2#.% D:%.....................% D:%%%%%%%%%%%%%%%%%%%%%%%[/color][/bc]
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I was finding that my mage's SP was usually set to 0 every time I reloaded a savefile. Looks like the problem is that max SP is sometimes calculated with an uninitialised INT of zero. I think this fix does what was intended:
Code:--- a/src/player-calcs.c +++ b/src/player-calcs.c @@ -1296,10 +1296,10 @@ static void calc_spells(struct player *p) /** * Get the player's max spell points per effective level */ -int mana_per_level(struct player *p) +int mana_per_level(struct player *p, struct player_state *state) { int stat = p->class->magic.spell_realm->stat; - return adj_mag_mana[p->state.stat_ind[stat]]; + return adj_mag_mana[state->stat_ind[stat]]; } /** @@ -1326,7 +1326,7 @@ static void calc_mana(struct player *p, struct player_state *state) levels = (p->lev - p->class->magic.spell_first) + 1; if (levels > 0) { msp = 1; - msp += mana_per_level(p) * levels / 100; + msp += mana_per_level(p, state) * levels / 100; } else { levels = 0; msp = 0;
Last edited by passer_by; May 2, 2015, 20:35.Leave a comment:
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Today's release. Rogue L30, insane amount of armour (AC170). SP = 4/4 in main screen but Character Screen with "C" (roguelike) says SP = 0/0. And I can't cast any spells, so the character screen seems correct.Leave a comment:
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Update bdd602d:- Makes a lot of PowerWyrm's suggested fixes to ID
- Fixes some bad object names and descriptions (PowerWyrm again)
- Fixes the bug where immunities were broken, which actually broke a whole lot of resistance-related stuff
Please report wherever ID and anything involving balls, bolts and breaths hitting the player seems not to be working.
You see a Ring of Reckless attacks {worn}
You see a Ring of the Mouse {worn}
You see a Ring of Protection {worn}Leave a comment:
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Update bdd602d:- Makes a lot of PowerWyrm's suggested fixes to ID
- Fixes some bad object names and descriptions (PowerWyrm again)
- Fixes the bug where immunities were broken, which actually broke a whole lot of resistance-related stuff
Please report wherever ID and anything involving balls, bolts and breaths hitting the player seems not to be working.Leave a comment:
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Terse mode doesn't show terse info.
Code:bool terse = (mode & ODESC_TERSE);
Code:bool terse = (mode & ODESC_TERSE)? TRUE: FALSE;
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Minor message issue I've just noticed with selling items to shops/dropping them into the home. If you sell one of a stack of consumables in your inventory, you get a message like:
Code:You sold a Scroll of Detect Invisible (f) for 13 gold.
Code:You sold a Scroll of Detect Invisible () for 13 gold.
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Even though its a bit rough around the edges, it puts a smile on my face to see this game is gettin updated still.
Once you get it, its hard to get off it, like cigarettes, or crack.Leave a comment:
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More ID issues in 203d3e8 - just picked up an Awl-pike and it spontaneously ID'd itself when pseudo kicked in:
Code:You feel the Awl-pike of Extra Attacks (t) in your pack is excellent.
ETA: I've also just noticed that the Metal Cap of Intelligence I'm wearing has no pseudo tag or indication it's not fully ID'd, yet the equipment screen just lists it as "a Metal Cap [3, +4] <+1>", no ego name, while the Inspect screen only lists "+1 Intelligence", no mention of other properties but also no "You do not know the full extent of this item's powers" line. Again, it's not possible to ID manually with the staff I'm carrying. Save file is attached:Leave a comment:
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