Angband 4.0 beta release

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  • Nomad
    replied
    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.
    This was happening before in an earlier version and was subsequently fixed, but back then it was affecting all egos, whereas I've picked up other {excellent} items in this game without them doing the same - Extra Attacks is the first one that it's happened with.

    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:
    Attached Files

    Leave a comment:


  • PowerWyrm
    replied
    Terse mode doesn't show terse info.

    Code:
    bool terse = (mode & ODESC_TERSE);
    Tested in debug mode, the "mode" flag contains "ODESC_TERSE", the boolean value is set to FALSE. This is because unary operators don't return a boolean value. So the correct code is:

    Code:
    bool terse = (mode & ODESC_TERSE)? TRUE: FALSE;
    There are a LOT of such declarations in the code. It's probably a good time to fix them all...

    Leave a comment:


  • PowerWyrm
    replied
    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.

    Leave a comment:


  • Thraalbee
    replied
    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.

    Leave a comment:


  • Thraalbee
    replied
    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

    Leave a comment:


  • Nomad
    replied
    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

    Leave a comment:


  • PowerWyrm
    replied
    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.

    Leave a comment:


  • fizzix
    replied
    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.

    Leave a comment:


  • Thraalbee
    replied
    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.

    Leave a comment:


  • Thraalbee
    replied
    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

    Leave a comment:


  • Ingwe Ingweron
    replied
    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?

    Leave a comment:


  • fizzix
    replied
    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.

    Leave a comment:


  • Thraalbee
    replied
    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.

    Leave a comment:


  • fizzix
    replied
    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.

    Leave a comment:


  • Ingwe Ingweron
    replied
    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.)

    Leave a comment:

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