Angband 4.0beta status

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  • PowerWyrm
    replied
    Playing with randarts, the Ring of Firmament of Arath activates for DRAGON_LAW (randomly breathing shards/sound). I activate it, enter a direction and... the game crashes.

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  • Ingwe Ingweron
    replied
    This is all great, Nick! Being able to "see" immediately what's in a room (or LoS) is hugely helpful. It's one of those things that I think people will wonder how they ever did without.

    One bug removed from the list still exists. #1881 Object sub-window delayed 1 turn. E.g., pick up a potion or scroll and it still appears in the object sub-window until the next move by either player or monster. Compare the monster sub-window which works correctly, kill a monster and it immediately is removed from the sub-window.

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  • Nick
    replied
    I have just pushed a new update, but it's basically getting some technical stuff right - there will likely be more updates of a similar nature before official release. I'll report back here if there's actually anything affecting players updated.

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  • Derakon
    replied
    Originally posted by Ingwe Ingweron
    Well, I now have to manually enter the '5' to fire at my old target, but it's close enough. Thanks, Nick.
    I take it you don't like the "automatically use previous target" option? If that were on, you could use the keymap "*tAa" to target nearest and then activate the item.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Any reason for not trying to fix those six before release? Mostly, I'm just begging for seen vs. aware in object list.
    Yessir.

    Update 58b9bc6 (up soon) fixes
    • Divide object list into seen and aware objects
    • Attempt to fix the non-logged artifact problem - it's hard to check since it's rare, but I did plug a plausible hole
    • PowerWyrm's latest fixes to LOS projections


    There is now officially one thing to do (after defining away a few inconvenient possible bugs), and it's writing a help file on how to modify the game - I'm part way through it. So the plan is to release when that's done. PowerWyrm's continuing fine-tooth comb approach will no doubt turn up more bugs; those I have before release will be fixed, the remainder will be for 4.0.1. Do keep reporting bugs if you find them, and if they're bad enough I'll delay release.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    OK, I finally have a proper answer for this.

    What has happened is that you now learn that the item can't be activated before trying to target - this is new to 4.0. So you need a different inscription - in fact, I have tested, and I believe that Aa now does exactly what you wanted Aa5 to do.
    Well, I now have to manually enter the '5' to fire at my old target, but it's close enough. Thanks, Nick.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    In 3.5.1, the Macro works perfectly and in 4.0 it does not.

    Both 3.5.1 and 4.0 map the [5] key as "," stand in place. Both 3.5.1 and 4.0 require "Direction ('5' for target, '*' or <click> to re-target, Escape to cancel)?" when targeting activatable attack items. The macro [Aa5] works perfectly in both 3.5.1 and 4.0 if the weapon is charged.

    In 3.5.1, if the weapon is depleted, the macro works perfectly, returning "That item is still charging." message.

    BUT, in 4.0, if the weapon is depleted, the "That item is still charging." message is immediately cleared by a "Type '?' for help." message.

    In my opinion, either 3.5.1 was doing it wrong somehow, or it is a 4.0 bug. There's no difference in the mapping of the [5] key between the two versions, so what gives?
    OK, I finally have a proper answer for this.

    What has happened is that you now learn that the item can't be activated before trying to target - this is new to 4.0. So you need a different inscription - in fact, I have tested, and I believe that Aa now does exactly what you wanted Aa5 to do.

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  • Nick
    replied
    Originally posted by topazg
    Are the ones that have found their way in to the menu "never to be seen again" btw?
    What was happening was anything generated on the current level was getting into the menu, rather than just when they were found and identified as artifacts. So it was making no difference to whether they appeared again.

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  • topazg
    replied
    Originally posted by Nick
    Update 5c124ef fixes:
    • ...
    • Artifact info leaking into the knowledge menu
      ...
    Amazingly fast work as always Nick -- Are the ones that have found their way in to the menu "never to be seen again" btw?

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    List of remaining issues is now six, and none of them I would regard as stopping release; I think we're pretty much ready to go. So please try and prove me wrong.
    Any reason for not trying to fix those six before release? Mostly, I'm just begging for seen vs. aware in object list. Great job Nick!

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  • Nick
    replied
    Update 5c124ef fixes:
    • Darkness effect not handling player blindness properly - thanks PowerWyrm
    • Remains of 'black door' bug - this also deals with door opening and closing when blind
    • Potions of Salt Water now always paralyse - PowerWyrm again
    • Artifact info leaking into the knowledge menu
    • Attempt to make the windows port close more gracefully (ie even if you hit the 'X' button to close)
    • Make info for non-lights with a light radius not mention refueling
    • Make jewelry with a resistance only ID on being hit by the correct element
    • Attempt to fix updating of sidebar things like Speed and AC (and possibly improve monster and object list updates as well)


    List of remaining issues is now six, and none of them I would regard as stopping release; I think we're pretty much ready to go. So please try and prove me wrong.

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  • Ingwe Ingweron
    replied
    Attempting to close a door while blind results in the message "you see nothing there". It should be attempting to close the door, albeit with reduced effectiveness.

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  • Nick
    replied
    Update 20be85c (when it arrives) fixes:
    • Shop messages, I think
    • Possibly the run past bug - Nomad again provided the clue
    • Improves pathfinding and increases its range


    Please report if those things aren't fixed, or are broken still further

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  • Nomad
    replied
    Getting some extraneous '-more-' prompts when using non-shop commands in shops. If there's already a message in the message bar (i.e. the confirmation message after having bought or sold something) and you then try to use, say, the i or e command, then instead of immediately getting the inventory you first see a '-more-' appear at the end of the existing message, and you have to clear that before the inventory appears. This also occurs if you try to do something like look at the knowledge menu, but not when you use shop-specific commands like [l]ook and [p]urchase.

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  • Jungle_Boy
    replied
    Originally posted by Nick
    Is this in the most recent versions? It was a bug before that I thought I'd fixed, and it still seems fixed when I test it.
    I was playing the most recent version at the time. This is on Windows.

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