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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Hmm I didn't get a crash. I did the exact command sequence as you.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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Yeah, um, much to my embarrasment I've just lost a H-T warrior to Mughash and his coterie. I was doing 35dpr and they destroyed me because I swear they were using smart_pack AI. Honest! (I'm so ashamed).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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Will do, Fizzix. And, by the way, I owe you big time! The only reason I can now play this game fairly competently is because I watched every one of your "Let's Play Angband" series on YouTube.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.)
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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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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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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 agree, although I do find a few of the remaining bugs moderately annoying. Namely, the problems with id-by-use, the instant clearing of messages in stores, and the lack of the two messages when changing items (i.e., you were wearing message is missing).
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:
Missing punctuation, and the two successive messages appear squished together on one line.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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