Angband 4.0 beta release

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  • Thraalbee
    replied
    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.

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  • Nick
    replied
    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.

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  • fizzix
    replied
    Originally posted by Nick
    Congratulations - you have managed to crash the game with the same bug three times in completely different circumstances!
    Now, that's impressive.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 007914e

    Unrecoverable crash. @ aimed a "Tin Wand" at a wall. It was some sort of ball spell, but the game crashed. Thereafter, it continually crashes immediately upon trying to open the savefile. This is in OSX. [ATTACH]1229[/ATTACH]
    Congratulations - you have managed to crash the game with the same bug three times in completely different circumstances!
    1. Use un-ID'd staff on ground - it was *Destruction* and there was a mimic in the blast radius
    2. Hit stuff with Grond, mimic earthquaked
    3. Zap wand at wall, kill potion mimic with splash damage


    Turns out there's a problem with mimicked objects not being deleted cleanly. The one line fix will be in the next update.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 007914e

    Unrecoverable crash. @ aimed a "Tin Wand" at a wall. It was some sort of ball spell, but the game crashed. Thereafter, it continually crashes immediately upon trying to open the savefile. This is in OSX. Tester_II.zip

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  • Thraalbee
    replied
    Rouge keyset. I use "." to wait one turn, no problem. But if I stand on something; pressing "." with full inventory says "You have no room for ..." and with non full inventory it says "You see ..."

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  • Nomad
    replied
    Remaining message bugs spotted so far in 007914e:

    * There's still no "You reorder some items in your pack" message when newly identified items are moved to a different inventory slot.
    * No "You see no more [items]." message when using consumables from the floor.

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  • Nomad
    replied
    Originally posted by Nick
    Update 007914e fixes
    • Movement problems, really this time, I think
    • Stairs not appearing on quest levels after killing quest monster
    • Message after buying an unseen item now uses its name, not flavor
    • I believe messages in shops are now fixed
    Shop messages look good! I'm playing with selling on and seeing all the appropriate messages including shopkeeper hints now. In fact, I feel like I'm seeing a lot more messages in general in this version, though it's hard to pin down specific cases of things that were missing having come back. I'll try to re-report any ones I notice still missing when they should be there.

    Monster movement looks good too, or at least the last update's obvious problems are fixed. So far, thumbs up!

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  • Ingwe Ingweron
    replied
    More along the lines of a question, although it might be a bug... When a monster has a breath weapon, in 3.5 it used to be able to breath past other monsters to reach @, but now if there are intervening monsters the intervening monsters receive the breath attack (although I've no idea if they take any damage). The change makes sense to me, since breath weapons are not the same as ball spells, but it is a change. Was this intentional?

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 007914e

    Okay, this one is really puzzling. @ has Chaos Dragon Scale Mail of Craftsmanship. It was activating just fine before the crash. Now it has no activation at all. Where did the activation power go? Tester_II.zip

    Oh, and very small nit, when it did have an activation description, the “at random” description for Chaos Dragon Scale Mail activation should be an “or” not an “and”.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 007914e

    Crash when using an unidentified staff from the floor. Note that when you hit "u -" you will see a "? fail" descriptor. That's new to me, but I imagine Nick, you included it as a bug finder. Tester_II.zip

    EDIT: Forgot to mention, this is on OSX.

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  • Thraalbee
    replied
    The option "Show unique monsters in purple" does not seem to work like it used to. My colors are a bit screwed up on my new monitor but I am fairly sure there is a problem with this. Gothmog, for instance, is a blue U regardless of this setting

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 007914e

    1. Morgoth summons ring wraiths, but nothing comes. I believe it used to default to the same effect as summon fiends of darkness if the nine were dead.

    2. I believe this was reported previously, but I can confirm the “You have removed the glyph of warding” message is in error. Morgoth broke it.

    3. For kicks I descended farther after killing Morgie. There are lot's of crashes wielding Grond when there are a large number of monsters and/or items nearby. I think it get’s overwhelmed with so many changes due to the successive earthquakes. Attached is a savefile. If you hack away at several of the monsters for a little while, it will likely crash. This is on OSX.

    Tester.zip

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  • Nick
    replied
    Update 007914e fixes
    • Movement problems, really this time, I think
    • Stairs not appearing on quest levels after killing quest monster
    • Message after buying an unseen item now uses its name, not flavor
    • I believe messages in shops are now fixed


    The change to fix shop messages has quite large scope, so it's possible it may cause - or fix - other wackiness. Please continue reporting - the testers are doing a wonderful job. Down to 44 listed bugs now.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    Your savefile was interesting - the problem was that despite Sauron being dead, the Sauron quest wasn't registered as complete, so the game wasn't generating stairs. So any fix to the original problem wouldn't fix your savefile; it will enable me to (a) look for why the quest didn't register as complete and (b) put a failsafe in place for if that happens again.
    Wow, I was so wrong there. In fact, there are two records of quests - the original (which never gets changed) and the player's. When I wrote that I had checked the original, and wondered why it hadn't changed (duh). Sadly, I did the same thing when writing the game quest-checking code.

    In short, the next update will have the problem fixed, and that savefile (below if you need it) is still good...
    Attached Files

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