There are two bugs here:
- unidentified torch shouldn't tell about radius because it could be a torch of brightness (radius 2)
- the LIGHT modifier is treated differently in the description and the info panel: worn item shows the <+1>, but description only shows radius for fully IDed item; clearly this should be unified (show + and radius if modifier is known)
Angband 4.0 beta release
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Yamir must mean machine gun in some language.Last edited by Timo Pietilä; April 17, 2015, 10:52.Leave a comment:
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Looking at artifact.spo:
- no brands/slays on artifacts (see my post about structure-copying artifacts not doing an actual copy of slay/brands) except on maces of disruption (flag from object kind)
- all activations seems to be for "remove curse" and for "164000 to 80160000 turns to recharge"
- the Mace of Disruption of Lorlithir "Slays undead, undead."
- no artifact bow/sling generated (6 crossbows)
- the Heavy Crossbow of Yamir has +7 shooting speed (ToME-like randart)
- the Arkenstone of Sulmen has radius 0 light (because +3 con)Leave a comment:
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Angband 4.0 dev 9f6ea01
I think I have another replicable battle crash. Fighting Medusa, use the arrows of Slay Evil, inscribed @f1=g, and target her with the "*" key and "n" thereafter. Usually, within the first few shots, if not the first shot, there's a crash. This is on MacOSX. [ATTACH]1214[/ATTACH] "f1*t (1st shot successful) n (CRASH)"Leave a comment:
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Angband 4.0 dev 9f6ea01
I think I have another replicable battle crash. Fighting Medusa, use the arrows of Slay Evil, inscribed @f1=g, and target her with the "*" key and "n" thereafter. Usually, within the first few shots, if not the first shot, there's a crash. This is on MacOSX. Tester.zip "f1*t (1st shot successful) n (CRASH)"Leave a comment:
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I've noticed weird pathing behavior in past versions also. I've never been able to track it down despite spending quite a bit of time working at it. If you're able to figure out anything specific, please let me know.
(Sometimes what looks like bad pathing are actually the result of a monster having very poor vision.)Leave a comment:
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I've noticed weird pathing behavior in past versions also. I've never been able to track it down despite spending quite a bit of time working at it. If you're able to figure out anything specific, please let me know.
(Sometimes what looks like bad pathing are actually the result of a monster having very poor vision.)Leave a comment:
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Message order not correct
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Medusa, the Gorgon dies.
Medusa, the Gorgon tries to make you stop moving.
You avoid the effects!
You hit Medusa, the Gorgon.
You have slain Medusa, the Gorgon.Leave a comment:
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(Sometimes what looks like bad pathing are actually the result of a monster having very poor vision.)Leave a comment:
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Guest repliedI was trying angband revision 9f6ea01, and lost a few artifacts (using key ~ in roguelike keys) even though birth_no_preserve was unset. Further, testing led me to believe that birth_no_preserve has no effect other than level feeling.
Is birth_no_preserve option going to be removed?Leave a comment:
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Angband 4.0 dev 9f6ea01. Game crash opening a disarmed small metal chest. Not easily replicable, so no save file attached.Leave a comment:
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I'm not sure pathing is fixed. I've had suspicions that it isn't quite right, but until @ gets ESP it is hard for me to tell.
There remain a host of other bugs, but I agree they seem mostly on the level of miss-ordered messages, display issues, etc.
Great job, Nick and the rest of the Dev Team!Leave a comment:
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Another trivial message problem - using the activation on an un-ID'd ring of acid yields this:
Code:Your Beryl ring glows You feel resistant to acid!
(This is pretty much the level of the kind of bugs that I'm encountering at this point - now that inscriptions are fixed, everything seems very happily functional and playable.)
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As far as I can tell so far, inscriptions have been fixed. Woohoo! Thanks, Nick. This greatly increases the playability.Leave a comment:
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