Also rather minor character identification issue, but I wanted to look something up to see how many points it's worth, so I hit \ and input "P". Instead of "Giant" as I was expecting, it says "Morgoth." If I hit [y]es to recall, it gives me the list of known Giants, as expected, but that wasn't Morgoth I saw at 1500'!
This was in May 27 version gefaad55, windows - I'll be updating to the current version tonight.
Angband 4.0beta status
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Down to ten official bugs now (after deeming a few fixed and postponing a few more).
Here are bugs that I don't see in the list, but I believe still exist:
1. In 3.5.1, there was a sound when items were put in, rearranged, or dropped from the quiver, but in 4.0 there is not. I believe this is because formerly an item was "wielded" to the quiver (the sound does continue to occur in 4.0 when wielding items to or taking off or dropping from equipment), but now that missiles go directly to the quiver and are dropped directly from the quiver the sound effect was not included in the code. May we have the sound effect re-included for the quiver? [Used to be part of Bug #1911].
2. While the border on the left side of the inventory was put back in, making readability in shops easier, the border on the bottom of the inventory was not put back in, making the inventory text run into the store merchandise text at the bottom. May we also have the black border at the bottom of the inventory re-included? [Used to be part of Bug #1856 (though "around" in the report may not have been specific enough to realize the bottom border was part of the problem).
3. Never did get a confirmation that the change of the "Summons ringwraiths" in 4.0 was intended. In 3.5.1, when all the ringwraiths were dead, "summons ringwraiths" would instead actually summon fiends of darkness, but now "nothing comes". The change makes sense, but would just like confirmation that it was intended.
4. Now that traps are in a knowledge menu, is there a reason that when looking at a known trap (e.g., a teleport rune or a dexterity loss dart) the look command only returns “you see a strange rune” rather than “you see a teleport rune”, etc.? Could we have it return the particular type if that type is known?
5. There is still a visual display hesitation when a missile is fired and kills a monster, the monster disappears and then there is a rather noticeable hesitation before the missile appears in the spot it landed.
6. A chest mimic symbol (grey "~") becomes a gold "~" when the mimic is known. The same symbol as an artifact light. While this is the same in 3.5.1, may we change the color of the known chest mimic to avoid this confusion? I don't believe any of the other mimic types have the same problem.
Wow! It's hard to believe it's almost there. Fantastic job Nick and the rest of all of you on the Development Team.Leave a comment:
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Update ee39bf8 fixes:- Mushrooms not always being recognised as food
- Item menu entry for selling
- Tidy up of store messages
- Activations are learned on the item being successfully activated (mainly affects dragon scale mail)
- Added trap knowledge to the knowledge screens
- Added descriptions for terrain to the knowledge screen
Please do keep reporting issues - the minor one about the Eat command for mushrooms revealed a more general problem which was, for example, stopping food thieves from stealing mushrooms.
Down to ten official bugs now (after deeming a few fixed and postponing a few more).Leave a comment:
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Could it be it is of "craftsmanship" and that is still not evident? The dsm that isLeave a comment:
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There seems to be a minor ID issue remaining with DSMs - I just found a blue DSM early on in the game that turned out to be magical, and it's still got the {magical} tag inscription and "You do not know the full extent of this item's powers" even after I've learned the AC bonus. (Average DSMs appear to ID themselves correctly after the pseudo kicks in; not sure about egos.) This is in f59f9e5.
Also in f59f9e5, the "doors becoming black squares when opened/closed while blind" bug seems to have crept back in. (Or possibly was only fixed for monsters changing the state of doors out of line of sight, and not for the player doing it while blind?)
Plus there are a few tiny message bugs still remaining that aren't on the bug list:
Minor message issue I've just noticed with selling items to shops/dropping them into the home. If you sell one of a stack of consumables in your inventory, you get a message like:
Code:You sold a Scroll of Detect Invisible (f) for 13 gold.
Code:You sold a Scroll of Detect Invisible () for 13 gold.
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Definitely not a showstopper and thanks for all your work but it's kind of annoying that 'E'at is not one of the sub menu options when looking at mushrooms.
At least it wasn't the last time I looked at one.Leave a comment:
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There is a bit of a reason, because magic attacks can hit more than one monster, and it's also harder to distinguish whether it's the player that did it. For example if the player casts Stinking Cloud on a pack of hounds, and then they all breathe, there's magic effects being flung about everywhere, and picking out the player ones might not make a lot of sense - and also be difficult to code. I'll have a bit more of a look and a think.Leave a comment:
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OK, you're right - but there is another possibility. Did you ever activate the One? Because one of the effects is to permanently lose 1/4 of your current experience and one point off each of your stats.
On closer inspection, I think that is what happened - your STR, DEX and CON are all 18/90.Leave a comment:
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Update 4be6192 fixes:- Bad quiver and home listings in character dumps
- Use numbers for quiver labels
- Have the item menu in the home include the drop option - it was meant to work for shops too, will have to go back and fix that
- Maybe fix the bonus update problem
- Make random effects do the correct damage (this was making things like Multi-hued DSM breaths really weak)
- Stop OSX port crashing on resizing the main window to too small a value (thanks myshkin)
- Make the OSX port remember window sizes (myshkin again)
- Add boost percentage to descriptions of attack devices
My feeling is that there are no real showstoppers left. I need to do a trap knowledge screen, update documentation and have a look at bad tile redrawing, and will look at the few remaining bugs, but I'm hoping to release in about a week.Leave a comment:
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In 3.5.1, and earlier versions, experience drain from The One Ring could be recovered with Restore Life Levels the same as any other experience drains. Once restored, the level indicator and experience indicators were both green until The One did another drain. Has this been changed in 4.0?
On closer inspection, I think that is what happened - your STR, DEX and CON are all 18/90.Leave a comment:
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In 3.5.1, and earlier versions, experience drain from The One Ring could be recovered with Restore Life Levels the same as any other experience drains. Once restored, the level indicator and experience indicators were both green until The One did another drain. Has this been changed in 4.0?Leave a comment:
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Is there some reason we can't get damage displayed in the message line for magical attacks?
Melee attacks and missile attacks both show damage in the message line when "show_damage" is engaged, but magical attacks (e.g., magic missile, orb of destruction, etc.) do not. I know it's not in 3.5.1, but I don't view it as a game change. It never made the bug list though.Leave a comment:
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I think this is not a bug. The One permanently drains your experience, so that doesn't show in yellow, but your level does show as yellow because it has been higher. The fact that this seems incongruous to you is good, because the One is pretty special.Leave a comment:
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