angband-win-v4.0beta-227-ga05a05c
Inconsistent behavior: When doing something that normally prevents a change of the textual/graphical display mode (looking, browsing the inventory, whatever), most of what's in menu Options->Graphics-> is disabled, except for menu Options->Graphics->Tile Multiplier-> and, in there, the 16x16 entry.
(Clicking on it results in a "You may not do this right now" warning)
Angband 4.0beta status
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There's some FOV rendering oddity going on in non-1x1 text modes that I can't quite describe. See attachment.
Also note: again no equipment displayed between gold and strength on the left, just like in non-1x1 graphical modes.
(funny how I had to save this as huge jpeg rather than tiny gif or png due to silly constraints set in the forum software)Leave a comment:
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And another assertion failure:
- Save a game with graphical tiles
- Exit Angband
- Remove lib/xtra/graf/graphics.txt
- Start Angband
- Load the saved game
- Watch Angband crash and burn
File: ui-prefs.c
Line: 1196
Expression: mode
Crashes with access violation after ignoring the assertion failure message.Leave a comment:
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Got an assertion failure trying to open a small wooden chest that was really a monster.
File: obj-pile.c
Line: 134
Expression: pile_contains(*pile, obj)
Line: 143
Expression: obj->prev != NULL
Line: 139
Expression: prev == NULL
Reproducible here by loading the attached save, then walking south-west to the next room and trying to 'o'pen the chest.Leave a comment:
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Rings switching hands on exit and reopen. I've been noticing this for several beta versions, but haven't reported it because I thought I must be crazy and had just swapped them on accident while trying on unknown flavored rings. But I am now certain. The rings ARE changing hands from left to right, or vice-versa. This has to be one of the most mysterious bugs I've come across.Leave a comment:
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There's something odd about Gloves of Free Action purchased from the Armory.
When ignoring the item the choices were: a) This item only, b) All gloves of Free Action, and c) All non-artifact gloves.
Since when are Free Action gloves {splendid} in that they would merit a non-artifact ignore setting? They certainly aren't {splendid} when found on the dungeon floor and wielded.Leave a comment:
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This is entirely offtopic, but as long as I can get
You hit it, You hit it, It dies.
Im AOK with a new version.Leave a comment:
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Angband 4.0 dev a05a05c
The Slowing bug is back. @ picked up a heavy lance and was Slow (-2). @ drops the lance and [i]nventory screen shows he has (5.3 lb remaining), but is still Slow (-2).
EDIT: Exiting and reopening savefile clears the Slow indicator. Sounds like there's a serious problem here if monsters, artifacts, and status require an exit and reopen to reset them.Last edited by Ingwe Ingweron; May 11, 2015, 20:08.Leave a comment:
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Resting slowness may have improved, I can't tell. But running has slowed down. I can see @ tic-tic-tic-tic-tic across the floor as he runs down a hallway.Leave a comment:
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On the monster memory thing...
If you kill some uniques, then save and exit, then load up the file and go to the '~' menu, your kills have been deleted*. Well, I think the uniques still count as dead, but they are not on the list.
*Well, oddly, for me at least, only Grip remains...Leave a comment:
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Update a05a05c fixes:- Doors disappearing when opened by monsters out of view
- Branded weapons not registering as splendid
- Allow quickstart players to keep their family character history
- Matt's !Resist Heat bug
- Speedup to resting
Comments on the resting slowness are welcome - I looked at fizzix's profiling and did a single quick hack, so I'm interested to hear how much it fixes the problem.
The monster memory disappearing problem is really odd, and I haven't seen any indication of it yet. I did notice on trying to test in Windows that it sometimes got confused as to which lib\save folder to choose from, so maybe it is trying to read lore.txt from the wrong lib\user. I'll check that further.
EDIT: It's not up yet, but should be soon.Leave a comment:
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Well, I don't know coding, but I've been reading through the edit files and have at least tracked down the problem AND solution on this one.
In class.txt, Door Creation is missing its desc: lines. Borrowing from 3.5.1, those lines should be:
desc: A door is created on each empty floor space that is directly
desc: adjacent to you. These doors are closed, but not locked.
They should be inserted in three places, for the spell in the Mage, Ranger and Rogue classes.Leave a comment:
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I'm sorry, I don't think I've explained this adequately. Monster memory is no longer in the savefile, it's in a file called lore.txt in your (on Windows) lib/user folder. If you're using the latest update and not transferring that over, it will have the effect of wiping your monster memory.
I don't think the actual monster memory itself is being lost, at least not wholly - when I do re-encounter another instance of a previously met monster, it will tell me how many I've killed and resistances I've discovered (though it does seem to revert to "Nothing is known about its attack") - but the list entries in the knowledge menu keep disappearing.Leave a comment:
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I'm sorry, I spoke too soon, this is not fixed. Monster knowledge is still wiped away when you exit and reload a saved game in 69f9df6. (I'm wondering now if it's related, at least indirectly, to the business with Sauron and uniques only appearing once per gaming session. Reset of monster knowledge might at least explain why you get the 'seen but not dead' uniques back again after reloading.)Leave a comment:
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I'm sorry, I spoke too soon, this is not fixed. Monster knowledge is still wiped away when you exit and reload a saved game in 69f9df6. (I'm wondering now if it's related, at least indirectly, to the business with Sauron and uniques only appearing once per gaming session. Reset of monster knowledge might at least explain why you get the 'seen but not dead' uniques back again after reloading.)Leave a comment:
Leave a comment: