Angband 4.0beta status

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  • Nick
    replied
    Originally posted by Nomad
    Just noticed that Feature Knowledge on the knowledge menu doesn't seem to list traps any more. In 3.5 they have their own subsection and are all known from the beginning, but in 4.0 they're not listed anywhere even after you've encountered a few.
    Yeah, that's on my to do list (#1935) - because they're not terrain features any more they need different treatment, and I didn't realise until a few days ago (while reading the glyph of warding thread) that we'd lost information.

    And I'll change the ominous red to boring light grey

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  • Nomad
    replied
    Just noticed that Feature Knowledge on the knowledge menu doesn't seem to list traps any more. In 3.5 they have their own subsection and are all known from the beginning, but in 4.0 they're not listed anywhere even after you've encountered a few.

    Leave a comment:


  • MattB
    replied
    Originally posted by debo
    It's a roguelike. It's supposed to be really hard.
    Literal lol.

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  • debo
    replied
    Originally posted by Ingwe Ingweron
    +1 on the reading difficulty.
    It's a roguelike. It's supposed to be really hard.

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  • Ingwe Ingweron
    replied
    And mysteriously, [,] stand still is working properly again. Nick, you must have been right, a redraw problem.

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  • Ingwe Ingweron
    replied
    Originally posted by Nomad
    ....Also, this is probably just me and my terrible eyes, but I must admit I find the bright red text on black a bit painful to try and read.
    +1 on the reading difficulty.

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  • Nomad
    replied
    Originally posted by Nick
    Update b33831c
    • Includes Nomad's tile updates and
    • Changes the starting screen
    I'm afraid the new starting screen doesn't move/redraw if you resize the window, so you end up with only one corner of it visible if you reduce the main window to minimum size. (If you exit then restart, though, it does then appear correctly in the smaller window.) Also, this is probably just me and my terrible eyes, but I must admit I find the bright red text on black a bit painful to try and read.

    And thanks for installing the tiles! I quite like the new-look town: my tileset's still using the old brown permarock colour for walls, so between that and the lava and brown rubble the town now looks quite 'warm' and cave-like compared to the dungeon corridors. Much more atmospheric than 3.5 town.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev b33831c

    Unknown crash when recalling from Town. Not easily replicable so no savefile attached.

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  • Jungle_Boy
    replied
    Latest version, wield a weapon, then press 'n'. This causes @ to take off the weapon and re-equip the same weapon. This probably happens with other items but I don't currently have any other wieldable items. Maybe n should be disabled after wielding?

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  • MattB
    replied
    Originally posted by Ingwe Ingweron
    Is there some reason we can't get damage displayed in the message line for magical attacks?
    I've often wondered that myself. Wands and rods too.

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  • Ingwe Ingweron
    replied
    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.

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  • Nick
    replied
    Update b33831c
    • Includes Nomad's tile updates and
    • Changes the starting screen


    Likely more actual bugfixes tomorrow.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    I'm confused. This was the no standstill with [,] on OSX, and it doesn't fix with a redraw. A monster standing around the corner will not move, no matter how many times I press [,]. Nothing happens. If I rest, however, the monster comes right away.
    That is odd - I have just tested in OSX, and it is purely a redraw problem for me. I can have a character in the town, and the stand still command results in monsters moving exactly as expected.

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  • Ingwe Ingweron
    replied
    Originally posted by Ingwe Ingweron
    For me, on OSX, nothing happens. No turncount, no monster movement, nothing.
    I'm confused. This was the no standstill with [,] on OSX, and it doesn't fix with a redraw. A monster standing around the corner will not move, no matter how many times I press [,]. Nothing happens. If I rest, however, the monster comes right away.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    For me, on OSX, nothing happens. No turncount, no monster movement, nothing.
    Looks like it's the redraw thing again - and it seems to be OSX-specific. In Linux, with a character window open, turncount will update every 3 or 4 , presses; in OSX, nothing, but it updates after a redraw.

    This is probably the same underlying issue as the speed display not updating in OSX.

    EDIT: Belay that, I get the identical behaviour in Linux if I start a new character - I'm guessing the update is happening randomly due to other stuff going on in the game (a monster moving, say), so it's more likely to happen with more advanced character or one that's been on a level for a while. On the whole this is good news - it probably means I just need to tell the game to redraw in some more places.

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