Angband 4.0 beta release

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  • MattB
    replied
    Originally posted by debo
    imo you should add a 35d1103 artefact weapon in honor of this milestone
    Maybe it should be named after a certain peppery salad leaf?...

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  • debo
    replied
    Originally posted by Nick
    There is a new update - 35d1103
    imo you should add a 35d1103 artefact weapon in honor of this milestone

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  • MattB
    replied
    Originally posted by Nick
    OK, there's an update which seems to fix the windows number display bug, and also fixes a bug which was causing crashes on exit in windows.
    Wow, that's a lot of cash!
    Attached Files

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ....[*]Monster memory is no longer in the savefile, but in a file called "lore.txt" in the user directory (\lib\user on Windows, ~/Documents/Angband on OSX, ~/.angband/Angband on Linux). Putting a copy of monster.txt, renamed to lore.txt, in the uder directory will give full monster memory....
    Copying monster.txt to user directory and renaming as lore.txt didn't give full monster memory. Additionally, using the edit command in debug mode <ctrl>a, [r]ecall, [a]ll then saving, suiciding, and restarting @ based on the previous one does not give full monster recall either. Instead of suiciding and restarting, the @ just reloads as if never suicided. Even before suiciding, the [r]ecall, [a]ll works when looking at a monster, but the [/] command shows nothing when trying to identify other monster symbols.

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  • MattB
    replied
    Just autosquelched a weapon (sorry, sorry, sorry - I mean 'autoignored') and this happened.
    I was playing a recent nightlie called TNG-somethingsomething (The Next Generation?) and it happened all the time. Then after your announcement I downloaded 'v4.0 beta - 4' and it didn't happen at all. Then I switched to 'v4.0 beta - 7' and got it first level I played.
    I don't mind, I had just got rinsed by an emperor wight and lost a bunch of levels!
    Attached Files

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  • MattB
    replied
    Originally posted by Ingwe Ingweron
    Took a half troll warrior with a 16 dex 220 turns to pick a door lock on level one. Seems inordinately difficult.
    Ah, but what was his INT?
    He's a half-troll - maybe he was pushing and it opened inwards?

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  • Ingwe Ingweron
    replied
    Took a half troll warrior with a 16 dex 220 turns to pick a door lock on level one. Seems inordinately difficult.

    Leave a comment:


  • Ingwe Ingweron
    replied
    A bug that began in 3.5 and has been carried over. "x" is keymapped as "w0ss", which means: wield weapon inscribed with "@0", search, and search again. "x" should just be keymapped "w0".

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  • MattB
    replied
    Originally posted by Nick
    There is a new update - 35d1103 - which fixes the problem with status effects (fear, paralysis etc) being unpreventable (it was a typo). Will try to fix more tomorrow.
    Thanks Nick - really appreciate it.
    (Apart from anything else, and despite my best efforts, I'm beginning to get attached to this chap...

    ...and I'm pleased he's going to die to a properly stupid death, rather than just descending to an inevitable paralysis-based demise!

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  • MattB
    replied
    If you try and drop something into a full home, nothing happens. Shouldn't there be a 'your home is full' message?
    Again, no biggie.

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  • Nomad
    replied
    Here's a weird one... If you're standing in a shop doorway and use the '_' command to go back in, it works, but when you leave the shop again you end up stuck in the doorway, unable to move in any direction or re-enter the shop, (though you can still access a few commands including the Enter menu, and save and quit).

    If you reload after quitting, the character is no longer stuck in the shop doorway, but now in the position you would have ended up in if you'd successfully moved. (i.e. if you sit there and tap the left arrow key four times, nothing happens and you seem to be stuck in the doorway, but when you reload your character will now be standing four squares to the left of the shop). That made me think it might be some kind of refresh bug so I tried using '^R' to redraw, but that just caused the screen to go completely black.

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  • Nomad
    replied
    Maybe not strictly a bug, but a change in behaviour: in previous versions, if your inventory is full and you use 'w' to equip, say, a new shield from the floor, you'll drop your old shield because there's no room to put it back in your pack. In the 4.0 beta, you'll drop something from your pack to make room to keep your old shield. (I'd argue the former behaviour makes far more sense, personally.)

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  • Nick
    replied
    There is a new update - 35d1103 - which fixes the problem with status effects (fear, paralysis etc) being unpreventable (it was a typo). Will try to fix more tomorrow.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by MattB
    I just went to cast a spell and was told that I cannot see. The <blind> message is not showing on my screen and I'm wearing an everburning lantern. So I used up a charge of my staff of teleport and then hit <m> and lo and behold, I can cast again. Odd, huh? Was I standing on a dark square, maybe?
    This is a bug I stumbled upon after implementing the very first change from the restructure, that is the SQUARE_XXX flags. After changing all the flags in the code, I was getting random "You cannot see!" messages when casting a spell, though I could perfectly see... and the message was going away simply by moving. I found out that this was occurring every minute, when the server saved all players states in the server savefile, due to p_ptr->cave->info being overwritten in the wr_player_dungeon() function while extracting the flags that should be saved in the server savefile... so the SQUARE_SEEN flag was reset for all players!

    Since the V code doesn't extract specific flags while saving the player, I suppose the bug is elsewhere. But SQUARE_SEEN being erased is a hint on how fixing this one.

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  • MattB
    replied
    (Nick)
    FA - yeah, looks like that's a thing.
    Very nearly a deadly thing!
    Just escaped a paralysed encounter with a flock of carrion crawlers thanks to a helpful imp who thoughtfully dropped me through the floor. He also kindly saved me the bother of picking up all of Draebor's drops. Which was nice of him.

    Leave a comment:

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