Angband 4.0 beta release

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  • MattB
    replied
    Originally posted by Nomad
    Very minor issue with light sources - the light radius is not shown in the inventory until you've wielded it (i.e. you just see "A wooden torch (5000 turns)" instead of "A wooden torch (5000 turns) <+1>") despite the fact it's already known if you use the Inspect command instead.

    Also, this is neither a bug nor unique to 4.0, but I'm reminded of it every time I accidentally hit Q instead of q, so: could we maybe change the message you get on hitting Q to "Do you really want to suicide your character?" or something like that? Because the current "Do you really want to commit suicide?" message always strikes me as a bit disconcerting to have pop out at you unexpectedly after an accidental keypress, and probably in slightly poor taste.
    +1, I agree. That's always (ever so slightly) upset me.

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  • Nomad
    replied
    Very minor issue with light sources - the light radius is not shown in the inventory until you've wielded it (i.e. you just see "A wooden torch (5000 turns)" instead of "A wooden torch (5000 turns) <+1>") despite the fact it's already known if you use the Inspect command instead.

    Also, this is neither a bug nor unique to 4.0, but I'm reminded of it every time I accidentally hit Q instead of q, so: could we maybe change the message you get on hitting Q to "Do you really want to suicide your character?" or something like that? Because the current "Do you really want to commit suicide?" message always strikes me as a bit disconcerting to have pop out at you unexpectedly after an accidental keypress, and probably in slightly poor taste.

    Leave a comment:


  • Nomad
    replied
    I'm occasionally getting two pseudo-ID messages merging together instead of being on separate lines when they both occur in the same turn, so you end up seeing something like:

    Code:
    magical... You feel the Iron Shots in (b) in your pack are average...
    I think it's because the format of messages about equipped items has changed since 3.5, and some of them are now longer than 80 characters and overflow onto a second line. Before, the message used to be "You feel the Set of Leather Gloves (k) you are using is magical..." (66 characters) and now it's "You feel the Set of Leather Gloves (k) you are wearing on your hands is magical..." (82 characters, too long for a single line).

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  • Derakon
    replied
    Originally posted by Nomad
    Another trivial one...

    Stone to Mud works on closed doors as well as walls. (But passes through open doors without affecting them.) Checking 3.5.1, it looks like it may always have done? But if so the message should probably say "The door turns into mud!" instead of "The wall turns into mud!"
    Yeah, I'm pretty sure this has always worked this way, including the message. Not that the message shouldn't be fixed at some point, mind. But using Stone to Mud as an ersatz ranged door bash can occasionally be useful.

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  • Nomad
    replied
    Another trivial one...

    Stone to Mud works on closed doors as well as walls. (But passes through open doors without affecting them.) Checking 3.5.1, it looks like it may always have done? But if so the message should probably say "The door turns into mud!" instead of "The wall turns into mud!"

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  • Nomad
    replied
    Originally posted by Nick
    • Restores the quiver counts at the bottom of the inventory
    Glad to have this back, but I'm afraid the blank line between main inventory and quiver count means that slot w is now pushed off the bottom of the 24x80 screen when the inventory's full. You also get a slightly weird effect when this happens where the 'w' appears on its own, one column to the left of the other inventory letters, like this:

    Code:
    [tt][bc=black]              t) [color=magenta]A Rod of Curing                            [/color]
                  u) [color=red]a Ring of Escaping <+4>                    [/color]
    1150' (L23)   v) [color=grey]Soft Leather Armour [8,+6] {excellent}     [/color]
                 [color=grey]w[/color]                                              
                                                                [/bc][/tt]
    Increase the window size and it goes back to normal:

    Code:
    [tt][bc=black]              t) [color=magenta]A Rod of Curing                            [/color]
                  u) [color=red]a Ring of Escaping <+4>                    [/color]
    1150' (L23)   v) [color=grey]Soft Leather Armour [8,+6] {excellent}     [/color]
                                                                
                  [color=grey]w)[/color] [color="#C08040"]in Quiver: 11 missiles[/color]                     
                                                                [/bc][/tt]

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  • PowerWyrm
    replied
    See http://angband.oook.cz/forum/showthread.php?t=7304. I think we have a big problem here...

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  • Nomad
    replied
    Inscriptions seem to be working fine in 9f6ea01 so far! I'm impressed by how fast you're getting through all these fixes.

    I'm also really liking the new feature to page through different inventories with the left and right arrow keys, too - much less cumbersome than fiddling with all the different symbol keys - but I wonder if it's possible to loop it around so that pressing the right arrow from the final screen takes you back to the first one (and vice versa)?

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  • Thraalbee
    replied
    Minor bug: When picked up, Amulet of Inertia will not tell you "Speed -2". It only says that it reduces your speed (which is fine) but it does not accept being identified so you have to wear it to get the "-2" information.

    Leave a comment:


  • Derakon
    replied
    Originally posted by fizzix
    Priests shouldn't have handwear problems. I forget what the penalties for mages with gloves are, but it is true that you should have a message.

    I think in the past you wouldn't get the message if you were already encumbered due to heavy armor. So that could be what happened here.
    There's supposed to be two messages. The first is "The weight of your armor encumbers your movement", which reduces your max mana based on how far over the weight limit you are (it's something like 1SP/pound). I think this one applies to holy casters as well as arcane ones. The second is "Your covered hands feel unsuitable for spellcasting" and massively reduces your max mana (to 1/3rd of normal, I believe). I can't recall if it affects spell failure rates, but it's bad enough that you'll only ever really want to accept it if you're playing an unusually stupid hybrid class (e.g. half-troll rogue). In that case you won't be casting spells anyway until post-stat-gain, by which point hopefully you'll have found something that doesn't nuke your mana pool.

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  • fizzix
    replied
    Originally posted by Thraalbeast
    Thanks Nick, lot's of good progress.

    Minor issue -- When donning e.g. plain Gauntlets as a mage, max mana is reduced but no message is given to inform about this. Fail rates are not affected. Should they? As priest wearing handwear has no effect, but maybe that was always the case.
    Priests shouldn't have handwear problems. I forget what the penalties for mages with gloves are, but it is true that you should have a message.

    I think in the past you wouldn't get the message if you were already encumbered due to heavy armor. So that could be what happened here.

    Leave a comment:


  • MattB
    replied
    Still on gff5349e, I'm afraid.
    Playing Shockbolt, once a monster is targeted, and gets the yellow rectangle around him, it (i.e. the monster) disappears.

    P.S. I'm amazed at the speed of these fixes - I can't keep up!
    Much gratitude from the other side of the world.

    Leave a comment:


  • Thraalbee
    replied
    Thanks Nick, lot's of good progress.

    Minor issue -- When donning e.g. plain Gauntlets as a mage, max mana is reduced but no message is given to inform about this. Fail rates are not affected. Should they? As priest wearing handwear has no effect, but maybe that was always the case.

    Leave a comment:


  • Nick
    replied
    Update 056ae29 fixes:
    • !* inscriptions - things like !d are still broken, but I think I know what I did wrong and they should be fixed next update
    • @ inscriptions
    • Restores the quiver counts at the bottom of the inventory
    • At least part of monster pathing (thanks fizzix)
    • Bug in object power (thanks PowerWyrm)


    I think that keymaps + inscriptions should now be completely useable - please let me know if not. I'm also interested to know if there are still monster pathfinding issues.


    EDIT: And I was sufficiently irritated at messing up the ! inscriptions that I have pushed the fix straight away - update 9f6ea01 will be up shortly. Please report any inscription issues
    Last edited by Nick; April 14, 2015, 15:33.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ...- I think I understand the problem. If there are two items with valid inscriptions....solution - use @w0), and the 'x' command will switch to your 'earlier' weapon, but not back.

    So I believe that not using the @0, @1,.. form solves every problem except the 'x' weapon swap one....
    I hate to say it, but I don't think you have it right. Let me have you focus on this example: Inscribe Scroll of Identify with @r1. It works fine. Now, inscribe a Staff of Identify with @u1. Now try reading by pressing "r1" or using by pressing u1. Neither will work, you will get a list of scrolls in inventory or staves in inventory and have to select which one in the list by its letter position on such list.

    Why does 4.0 not distinguish between [r]eading and [u]sing? Why does it not recognize @[#] as wielding (not a reading, aiming, using or zapping situation)? And don't get me started with "!*". 4.0 doesn't recognize confirmation requirements at all.

    To say I'm finding this inscription mess and the mess with psuedo id failing frustrating is an understatement.

    Leave a comment:

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