Angband 4.0beta status

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev d61847d

    What appears to be a previously unreported bug. When fighting a monster in a vault, in 3.5.1, items dropped would "disappear" only if there were no available spot for them to drop. Now it appears that they "disappear" much more frequently, even though there are some available spots. Maybe it is dropping only one item in the available spots but not stacking? Maybe it is not dropping if it's original choice of drop point is unavailable (due to a trap, permanent wall, glyph, etc.) and is not seeking an alternate drop point, even if that involves stacking?

    Patient.zip See the message history, (1) Qlzqqlzuup drops and "The Tulwar disappears". See several pages back up the history, the Knight Templar drops, and 13 items disappear. There were available spots for drops if the items could stack, but apparently they couldn't. (And before anyone asks, no, the ironman setting for don't stack objects is not on.)

    EDIT: Confirmed it's a stacking issue, at least in part. Just dropped a ?Banishment to make room to pick up some items for pseudo-id and the scroll disappeared rather than stacking. Damnit! Also, just found the stacking issue is prevalent anywhere, not just in vaults.

    FURTHER EDIT: This bug just keeps getting worse. Just read a ?Acquirement over an empty floor space, but the item disappeared. Is it because I squelched an item in that location earlier? This has become my new #1 frustrating bug.
    Last edited by Ingwe Ingweron; May 8, 2015, 18:20.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ....I've added this as a task for 4.0 - it shouldn't be too hard, although I'm not sure the sensible way to say something like 4d6 with a 7% boost.
    I was thinking more along the lines of the "Combat info: Average damage/round" information that is provided for weapons on the [I]nspect screen, which dynamically changes based on character status at the time (e.g., takes into account the effects of dexterity, strength, other pluses to To-Hit, and To-Damage, and critical hit chances).

    The description for a Wand of Drain Life, for example, currently says for my @: "When activated, it casts a bolt which damages living monsters, dealing 150 damage. Your chance of success is 92.6%" The chance of success is dynamically updated, but the damage number is not. Nothing anywhere in the game indicates that this @ mage gets an increase in that damage number for the wand.

    Also when used, and you have "Show damage player deals to monsters" enabled, why isn't the damage suffered by the monster from a magical attack shown in the message line?

    By the way, the change in description from 3.5.1 to "living monsters" rather than "Not undead, demons, and non-living" is more positive in its statement, but may be less revealing for new players.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev ac922fe

    Is the Monster movement bug back?. In the attached savefile, it appears Eol and the Glabrezu to the left are stuck. Patient.zip

    EDIT: Never mind. I've just confirmed that the bug has disappeared in the latest Angband 4.0 dev d61847d. Don't know how it was happening in the immediately previous version or how it was fixed, but they're moving in for the kill just fine now! @ will need to TO Eol!
    Last edited by Ingwe Ingweron; May 8, 2015, 15:56.

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  • Carnivean
    replied
    Originally posted by Nick
    I've added this as a task for 4.0 - it shouldn't be too hard, although I'm not sure the sensible way to say something like 4d6 with a 7% boost.
    You don't need to IMO. On the Inspect screen you can just write the average damage the item does for the character at that point, against the monster types where the damage varies.

    Rod of Drain Life
    Average damage/charge: 0 vs Undead, 150 vs others.

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  • fizzix
    replied
    Originally posted by Nick
    Update d61847d fixes:

    I've added this as a task for 4.0 - it shouldn't be too hard, although I'm not sure the sensible way to say something like 4d6 with a 7% boost.
    I'm a big fan of tabular output for stuff like this, since after a couple of glances at the screen you know where to look for the info you want. Monster memory is the biggest offender, and a while ago I started working on trying to update the output format, but I got bogged down in writing new text display functions.

    Anyway, this one is easy, at the bottom of the screen you have:

    Code:
    Damage: 4d6                            Mag. Dev. bonus: 7%
    Extra damage to: None              Are Immune: Undead, Demons, Angels, Elementals

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