Angband 4.0beta status

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  • wobbly
    replied
    Hitting enemies while hallucinating tells you the name of the monster in the message display. e.g. You hit the dark elf.

    Edit: It's also displaying in my monster recall window
    Last edited by wobbly; May 28, 2015, 09:07.

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  • Nick
    replied
    Originally posted by Jungle_Boy
    When inspecting a mushroom it lists my chance of success at 96.2% Success at what?
    Yes, I'd noticed that one too, thanks for the reminder.

    The graphics thing - that one has been noted. There are quite a few redraw issues with tiles, which I'm going to attempt to clean up all at once some time (it's not the most alluring of jobs, though).

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  • Jungle_Boy
    replied
    When inspecting a mushroom it lists my chance of success at 96.2% Success at what?

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  • Rhonwyn
    replied
    I haven't read all 30+ pages of this thread, so I'm not sure if something related has been posted already or not. I noticed an issue with graphics sometimes disappearing when using the [l]ook command, when using Shockbolt's tiles, but it was inconsistent.
    Then, last night, sorting through the loot pile after a pit full of Dark Elves, I got it to repeat. So I copied the save file to post. From where this save file is [assuming I've attached it correctly], the 4 satisfy hunger scrolls one space south of @ have disappeared because I looked at them. The graphic disappears, but the item is still there. If you take one step north, then [l]ook at the scroll of blessing you just stepped off of, it should disappear.
    Not having done this before and wanting to make sure it would actually work, I made a copy of my copy and opened that. I got the error message "Cannot read 64x64.png" then "Cannot initialize graphics!" and the file loaded without tiles. Then the [l]ook command didn't make items disappear, but moving the selector from object to object left a trail of little yellow selector squares. And now my original save file won't load Shockbolt's tiles either.
    So the attached save file should either demonstrate things disappearing when looked at, or crash your Shockbolt's tiles, or possibly both. I am not sure if the issue is with the look command or with the tiles, but something is definitely broke and I do not have the programming skills to figure out what.
    This all happened in the 23 May revision 756c3be, in Windows. I haven't tried the save file in the new 27 May revision yet, because I just downloaded it, but am on a borrowed computer so can't install it yet. Happy to answer questions if I can.
    Attached Files

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  • Nomad
    replied
    Originally posted by Ingwe Ingweron
    This may sound like an odd request at first, but hear it out and perhaps it will make sense. Could we get an inscription that prevents melee combat, but allows everything else? Maybe !c, for instance?
    Well, there's {^;} for do not walk while wielding, which also prevents attacking as a consequence. Admittedly it's not so good for your ESP weapon situation where you'll presumably want to move around, but I just tested and you can actually still run without a problem, so you can still more or less get about that way with the do-not-walk inscription in place.

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  • Ingwe Ingweron
    replied
    This may sound like an odd request at first, but hear it out and perhaps it will make sense. Could we get an inscription that prevents melee combat, but allows everything else? Maybe !c, for instance? Why, you ask? Two situations that come up often enough for me to want this are:

    1. Swapping with a digger, sometimes I forget to rewield the principal weapon before combat. An inscription to prevent combat and trigger a message with the digger would prevent that problem.

    2. Swapping with another weapon solely for its ESP value, again, I sometimes forget to rewield the principal weapon.

    Anyone else think a non-combat inscription would be helpful?

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  • Nick
    replied
    Update efaad55 fixes
    • Message on pack or quiver being re-arranged
    • The message on IDing an item refers to its current slot, not its old one
    • Repeating a rest for a fixed number of turns uses that number of turns
    • PowerWyrm's fixes to valid object types for egos, and ego knowledge
    • A memory error and a compiler warning

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  • Ingwe Ingweron
    replied
    Originally posted by Jungle_Boy
    I think this was reported before but it annoyed me again and caused me to lose a consumable. When identifying an item the message reports the item in the slot the unidentified item was in before being reshuffled into is identified position. This results in messages like, "you have 3 potions of speed (d)". If your next move is 'qd' thinking to quaff a speed potion you may be surprised at the results.
    Yeah...we're still missing the "reshuffled" warning.

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  • Jungle_Boy
    replied
    I think this was reported before but it annoyed me again and caused me to lose a consumable. When identifying an item the message reports the item in the slot the unidentified item was in before being reshuffled into is identified position. This results in messages like, "you have 3 potions of speed (d)". If your next move is 'qd' thinking to quaff a speed potion you may be surprised at the results.

    Leave a comment:


  • Jungle_Boy
    replied
    Originally posted by Rhonwyn
    The repeat [n] command does not work on Rest when the number of turns has been previously specified. I'm pretty sure this worked in 3.5.1 - if I needed a few more hp/mp but didn't need to be all the way full, I could Rest, specify 10 or 15 turns, and then hit [n] till I got to the number I wanted. But [n] doesn't work in this situation in 4.0 beta.
    This was found in both the 23 May revision 756c3be version and 26 May revision 7609cf4, both in Windows.
    I verified this worked in 3.5.1 and no longer functions the same way in 4.0

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  • Rhonwyn
    replied
    The repeat [n] command does not work on Rest when the number of turns has been previously specified. I'm pretty sure this worked in 3.5.1 - if I needed a few more hp/mp but didn't need to be all the way full, I could Rest, specify 10 or 15 turns, and then hit [n] till I got to the number I wanted. But [n] doesn't work in this situation in 4.0 beta.
    This was found in both the 23 May revision 756c3be version and 26 May revision 7609cf4, both in Windows.

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  • Jungle_Boy
    replied
    Originally posted by Nick
    I haven't been able to reproduce this - could anyone seeing it provide a savefile?
    I was able to confirm the issue with the following steps.

    I started a new character, generated a ring of reckless attacks, wielded it and shot the nearest townsfolk twice. The ring glowed the first time revealing the plus to hit and plus to damage, even though it is not applied to ranged attacks, the second shot no further information was revealed but the ring glowed again.

    I have a savefile but cannot upload it right now. This is on Windows in case it makes a difference.

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  • Nick
    replied
    Update 7609cf4 fixes:
    • Make '|' in object selection actually select the quiver
    • Allow object descriptions to show all modifiers, not just 4
    • Stop information leak of modifiers on unID'd objects (eg =STR said "It affects your strength")
    • PowerWyrm's latest tidy up
    • Calculate quiver capacity correctly when working out whether ammo can be picked up

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  • PowerWyrm
    replied
    Originally posted by Ingwe Ingweron
    Actually, the instructions in the equipment and inventory menus now "say" that | will get you to the quiver, but it does not in fact do so. [.] is still what actually accomplishes the task. | still does nothing from within the menus.
    get_item() still does "case ." instead of "case |" so yeah...

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 6dc5445

    Firing missiles from the floor. In 3.5.1, when a missile rolled under feet during melee, @ could fire the missile from the floor, then, if more missiles were still underfoot or the fired missile rolled under foot on the turn, you could use the [n] repeat last action command to again fire a missile from the floor.

    In 4.0 the [n] repeat last action command does not work for firing missiles from the floor.
    Yes - repeating is disabled when the floor pile is exhausted. So as long as there is more than one missile left the repeat will work, but when the last one is fired repeat will be disabled, even if that one falls at your feet again.

    Leave a comment:

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