Angband 4.0 beta release
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Found and fixed at least one pathing bug which occurred when monsters were trying to move downwards. This might fix all of them, in fact, I don't know. -
...Aaand the award for "least likely error to have been caught by coming up as a random occurrence in beta testing" goes to the redundant bit of repetition in this message:
Code:You have the Ring of Power of Power (The One Ring) {special, cursed} (p)
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I think I have a fix for the 'x' problem which should be in the next update.Leave a comment:
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Quick update on this - I think I understand the problem. If there are two items with valid inscriptions (for example @0 and @r0 when you're trying to read), the one which is picked is essentially the one you picked up first. So inscribing a weapon with @0 will potentially stop a @r0 inscription from working (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'll work on a solution for that.Leave a comment:
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2. Inscriptions not working. ?Word of Recall inscribed with @r0!*. Pressing [r0] while in town just brings up list of scrolls in inventory. Removing the “!*” from the inscription doesn’t change the behavior. One problem seems to be that if more than one item has the same numerical component, inscriptions do not work, i.e., @r1 on a scroll of identify works until you inscribe a staff of identify with @u1, then it doesn’t matter if @ is or is not carrying both, the inscriptions do not work. The same is true if you inscribe two weapons with "@0”. The “x” swap key isn't broken when only one weapon is inscribed with @0, but once two weapons are, it fails. It seems it’s the inscription routine that is broken, not the swap key. This inscription nonsense is quite frustrating.
So I believe that not using the @0, @1,.. form solves every problem except the 'x' weapon swap one; I'll work on a solution for that.Leave a comment:
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Monster path-finding is definitely off compared to 3.5. Nothing can follow you through the turns of labyrinths or complex vaults, and monsters are frequently completely stumped by situations like this:
Code:#.# #.##### #[color=lightgreen]p[/color]#.[color=orange]@[/color].. #.#.### #.#.# #...# #####
And there are some rare situations where they won't come down a straight corridor after you but move away instead, though I can't figure out what exact set of circumstances causes that.Leave a comment:
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Thanks, Nick. You've solved a lot of the bugs. Of course, there are still quite a few left. Inscriptions are definitely *Not* working. I think I've narrowed down at least one of the problems. Also, I think the "x" key is working, the problem is in the inscriptions, not the swap.
As I've been doing, I play the new dev version until a crash. Since it's been awhile, here are the bugs I've found in the latest iteration. Some previously reported bugs have better explanations of the problems. There are also new bugs not previously reported.
Angband 4.0 dev ff5349e
1. Battle crash-not easily replicable so no save file.
2. Inscriptions not working. ?Word of Recall inscribed with @r0!*. Pressing [r0] while in town just brings up list of scrolls in inventory. Removing the “!*” from the inscription doesn’t change the behavior. One problem seems to be that if more than one item has the same numerical component, inscriptions do not work, i.e., @r1 on a scroll of identify works until you inscribe a staff of identify with @u1, then it doesn’t matter if @ is or is not carrying both, the inscriptions do not work. The same is true if you inscribe two weapons with "@0”. The “x” swap key isn't broken when only one weapon is inscribed with @0, but once two weapons are, it fails. It seems it’s the inscription routine that is broken, not the swap key. This inscription nonsense is quite frustrating.
3. ID by use appears broken. E.g., Sling worn as {excellent}. After successfully firing a missile, it shows as a “Sling (x2) (+15,+6) {excellent}". Obviously, it is a Sling of Accuracy, but the “{excellent}” appendage remains rather than id by use. Same thing with sandals of speed; a fairly obvious id, but it didn’t id by use. =Reckless Attacks, Launchers of Power, etc. But =of the Dog does ID by use. Even {magical} items don’t drop their appendage after use. It seems the difference is that when an item requires an action like firing, or being hit, or hitting, to learn its attributes that the ID by use is not kicking in to remove the {appendage}.
4. Having to count quiver items to see if they equal more than 40, thereby taking up another inventory slot. It was helpful to see the quiver count on the inventory screen. Please bring it back.
5. While selling (or dropping) in store, Messages clear instantly. Always have to go to <ctrl>P or the message sub-window to find out what was sold or dropped when the storekeeper identifies the item. Messages seem to work properly when @ is not in a store.
6. When changing armor or weapons, in 3.5.1 there was a message, “you were wearing …” followed by "You are wearing….” Now there is only the “You are wearing…” message. Is this change intended? It was helpful to see the “You were…” message to quickly compare the two armors or weapons and know whether to change back or drop the old item. Please bring it back.
7. The “swish” sound for when items are placed in quiver is missing. Now it is silent, so you have to check to see that @ actually picked up the missiles.
8. Rest for set multiple turn counts, e.g., R10, is interrupted every turn by terror or hallucination. This is a change from previous versions. Interruption should only occur for monster or possibly poison.
9. While in home, if you select an item in inventory, the option to drop is not in the list of available actions.
10. An old bug that has been present in the previous versions too. The object display sub-window shows all objects encountered and still on the floor as "seen". Like the monster display sub-window, the objects should be separated into what @ can "see" and what @ is "aware" of.
11. Object sub-window delayed 1 turn. E.g., pick up a potion and it still appears in the sub-window until the next move by either player or monster. The monster sub-window works correctly, kill a monster and it immediately is removed from the sub-window.
12. Ignore/drop messages - E.g.,”You feel the Robe (e) in your pack is average…”, “You have no more Robes [2,+0] {ignore} (e)", “You drop a Robe [2,+0] {ignore} (e)”. The last two messages in this string of messages are out of order, you should “drop" before you have "no more”. .
13. Ignoring objects while in store, there is a delay of one turn in the inventory sub-window and the messages displayed in the message sub-window are out of order. E.g., the inventory sub-window displays, “Potion of Slowness {ignore}”, until the next item is dropped/sold or @ leaves store. Also, the drop messages are out of order, with the “no more” occurring before the “drop”.
14. Visual display hesitation when a missile is fired and kills a monster, the monster disappears and then there is a hesitation before the missile appears in the spot it landed.Leave a comment:
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Will 4.0 do shared save-files? A bunch of people use one of my linux servers as a shared angband machine, and it was a bit sad when some versions around 3.0 didn't support shared score files any more. I'm happy to see them back in 3.5, and wouldn't want them go go again.
[not tried the beta yet, 'cos I have an active 3.5 scorefile]
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Monster path-finding is definitely off compared to 3.5. Nothing can follow you through the turns of labyrinths or complex vaults, and monsters are frequently completely stumped by situations like this:
Code:#.# #.##### #[color=lightgreen]p[/color]#.[color=orange]@[/color].. #.#.### #.#.# #...# #####
And there are some rare situations where they won't come down a straight corridor after you but move away instead, though I can't figure out what exact set of circumstances causes that.Leave a comment:
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Yes, randarts are my next target if you people can't find anything wrong with the new object selection.Leave a comment:
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Though I suspect that as randarts currently only have one stat boosted, your Star has turned some or all of its boni into light.
Count yourself lucky, BOTH of my last two Arkenstones have had zero light.
The last one I actually wore anyway from when I found it at dlvl49 until I died on dlvl89. Made for an intersting game...Leave a comment:
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Found a randart Star that purports to have radius 10 light. (It doesn't, though, it has radius 5, and that doesn't increase when I wear other light-giving items - is there a hard-coded maximum?)Leave a comment:
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