Angband 4.0 beta release

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  • AnonymousHero
    replied
    @nick: I just want to bring your attention to this, I'm not sure what the actual real-life impact is: If you compile using clang + "-fsanitize=address,integer,undefined", you'll hit several instances of undefined behavior, esp. regarding signed integer overflow. I'm not sure how serious these things are in practice, but I think there was some low-hanging fruit in the input handling code. (I think the memory leak errors that I experienced can be safely ignored -- AFAICT the "leaks" are things that will be freed at program exit by the OS.)

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  • Nomad
    replied
    It's not possible to pick up additional ammo when the inventory is full, even if you've got enough space in the quiver. (i.e. The quiver is allowed 40 missiles per inventory slot, but if you've only got 20 in there and try to pick up another 20, you get the 'You have no room' message despite the fact you should be able to hold that many without needing a second slot free for them.)

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  • Nick
    replied
    As promised, 5a3889c has a fix to leakage of slay and brand knowledge and some associated code improvements by noz, and also fixes to the crash-on-create-traps bug and (probably) the dropping-ignored-stuff bug.

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  • Nick
    replied
    Thraalbeast and AndyHK, thanks for the savefiles. I believe I've solved the problem, and it only occurs when you have saved and reloaded and haven't changed level yet.

    Update later this evening.

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  • Nick
    replied
    Originally posted by Thraalbeast
    The sorcerer cackles evilly about traps. <game hangs>
    Repeatable. I have zipped the savefile if of interest.
    Yes please - can be emailed to me, nckmccnnll at the mail domain of a well-known search provider (or attached here).

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  • AndyHK
    replied
    Originally posted by Thraalbeast
    The sorcerer cackles evilly about traps. <game hangs>...
    I’ve found this too on a level with two Thieves schools (I thought what a way to gain loot but sadly the Master Thieves keep casting traps).

    The only time the game didn’t hang was when I was in a corridor surrounded by stuff on the floor.

    I have kept a copy of the savefile too if anyone needs it.

    Originally posted by DeusIrae
    ...Just found a tiny bug, in f6f24a3: I've got a full backpack, wielding a non-magic dagger, and just found a shiny new dagger lying on the dungeon floor. When I stand on top of it and attempt to wield it from the floor, the new dagger goes into my hand, the old dagger overflows out of my pack (so far so good), but then my pack overflows again and the new dagger drops to the floor too...
    I’ve found this as well. I was wearing leather armour and had a full inventory; I found pseudo dragon mail armour. Wielding it directly from the floor put me over my weight limit and I was at -1 speed even though both armours then ended up on the floor. Speed penalty persists until I saved and reloaded the character.

    ** EDIT ** Interestingly picking the armour up again without having saved to clear the penalty increases the weight of my inventory further and now I'm at -3 speed.

    ** EDIT 2 ** Just used pseudo dragon scale mail to breath dark at an aimless merchant (HP 6 from monster edit file). Took only 2 stars of health of him (1.2 HP damage I guess). Pseudo dragon scale mail should activate for 200HP damage from the description.


    Also posted previously about the spell inscriptions not working. I was using numbers to inscribe the books. Using the inventory slot letter in the inscription does work but kind of defeats the object in the long run if your books get burnt or something.

    I'm using the most recent version ff17bf8.
    Last edited by AndyHK; March 23, 2015, 03:18. Reason: Spelling

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  • Derakon
    replied
    Originally posted by MattB
    Ring of See Invisible from the Black Market for 450Au. Seems cheap. Weren't they usually 1500Au or something?
    That sounds about right for their non-inflated cost; maybe the Black Market's markup is broken?

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  • MattB
    replied
    Ring of See Invisible from the Black Market for 450Au. Seems cheap. Weren't they usually 1500Au or something?

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  • MattB
    replied
    Yeah, I've found quartz to be a bit of a...er...brick wall.

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  • Nomad
    replied
    I've found another two amulets of Inertia with no speed penalty, so it looks like something's amiss there.

    Originally posted by StMicah
    I'm not sure that it's fixed. What sort of weapon are you using?

    I'm using Forasgil. I should be able to clear ruble in 17 turns. I am often unable to clear rubble and have taken to phasing over it.

    I've used a magical warhammer (at least since the most recent release) and it tunnels at the stated rate on the Inspect screen. I'm off to find a ring of digging and see it my dig rate with Forasgil improves.
    Yeah, after more experimenting, it looks like it's still variable. I can't remember what weapon I was digging with at the time, but I found that while I was getting through rubble and magma fairly quickly, when I tried to dig quartz I was there for hundreds and hundreds of turns with no effect even though I should have been able to break through.

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  • StMicah
    replied
    Originally posted by Nomad
    On the plus side, digging definitely seems to be fixed! I just successfully cleared a pile of rubble in two turns.
    I'm not sure that it's fixed. What sort of weapon are you using?

    I'm using Forasgil. I should be able to clear ruble in 17 turns. I am often unable to clear rubble and have taken to phasing over it.

    I've used a magical warhammer (at least since the most recent release) and it tunnels at the stated rate on the Inspect screen. I'm off to find a ring of digging and see it my dig rate with Forasgil improves.

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  • Nomad
    replied
    Originally posted by Nick
    It is possible that the store entry and exit fix has fixed the intermittent light bug. I have been unable to reproduce it recently, although I had seen it before, sp pleae let me know if it's been seen since 7497c1a.
    The light bug still exists in ff17bf8; my lantern light disappeared, and I couldn't read. (I tried to grab a save file, but when I reloaded it to check the light was back to normal again.) I think it's got something to do with monster light - it occurred when an Acolyte stepped into the edge of my light radius, and all the previous incidences I can recall also involved fighting groups of light-emitting monsters.

    On the plus side, digging definitely seems to be fixed! I just successfully cleared a pile of rubble in two turns.

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  • Nomad
    replied
    Originally posted by Nomad
    Originally posted by Nick
    While talking about ignoring - with ignore by ego item type, is there any need for "excellent with no high resists" and "excellent but not splendid"?
    Ooo, we have ego-based ignoring options now? I didn't even see those. That's fantastic! Yes, I'd say you might as well scrub those two options, then, though "non-artefact" is still useful as a catch-all.
    Wait, I've actually reconsidered on this. It occurs to me that "excellent but not splendid" is still a useful catch-all for items that are not fully ID'd but you know can only be a basic slay/resist and want to auto-squelch without ID'ing. But I think "excellent with no high resists" can still go, because high resists are not obvious on unidentified items anyway.

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  • Timo Pietilä
    replied
    Originally posted by Nomad
    Just found an Amulet of Inertia with no speed penalty. Is that supposed to be possible?
    I think that is not an bug, or if it is then it is in 3.5.1 too. I have found those in 3.5.1 too, but they are so utterly and totally useless that I usually squelch them as soon as I find one. It would require a very weird game where I don't have better source for FA before finding one without speed penalty.

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  • Thraalbee
    replied
    The sorcerer cackles evilly about traps. <game hangs>
    Repeatable. I have zipped the savefile if of interest.

    Leave a comment:

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