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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    #16
    Angband 4.0 dev 8470954

    Description inaccuracy in the ignoring sub-menu.

    Ignoring a Lantern of Brightness provided three options:

    1. Ignore this item.
    2. Ignore all Lanterns of Brightness.
    3. Ignore all Lights of Brightness.

    The description of 2 and 3 are subtly different and confusingly, the result of choosing option 2 is to ignore ALL Lanterns, not just those of Brightness. Option 3 is the correct Ego squelch option. Option 2 should be changed to correctly state "Ignore all Lanterns".
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #17
      Bug #1860. Object Display Window, Seen vs. Aware

      Just to clarify, the current behavior has always been the way it is, with player aware of every object both seen and unseen, but previously encountered, whereas the monster window correctly separates the two.

      I brought this up back in September 2013, when I proposed Lat/Long for monsters similar to the way that coordinate information was already included for the Object sub-window. The community, and especially Molybdenum who did the coding, agreed on the Lat/Long issue and imported the behavior of object coordinates to monster coordinates (with a few tweaks for monster groups). However, I don't know that consensus was ever reached about importing the behavior of the monster split of seen vs. aware into the object sub-window. For me, it would be helpful to know when @ enters a room just what is actually in LoS, both monsters AND objects.

      Just wanted to clarify in case you thought that some bit of code had previously worked correctly and then stopped. To my mind the object sub-window has never worked correctly. (Besides, the description has always been just flat wrong since it states that player "sees" everything in the object sub-window, whether in LoS or not. At a minimum, the description should at least be changed.)
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9637

        #18
        Originally posted by Ingwe Ingweron
        Angband 4.0 dev 8470954

        Message and ID by use weirdness continues. And, I didn't see it in the bug list, but maybe I missed it.

        "You have no room for a Broad Sword (2d5) {wielded}."

        How did it have the "{wielded}" flag when @ hadn't even picked it up, let alone wielded it as equipment?

        The same for staves showing up on the floor with the {wielded} flag, even though they never do get wielded since they can't be [e]quipped. In any event, wasn't the message "{tried}" before?
        I would expect this if those objects were generated in a previous version - is that the case here?
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          #19
          I think you missed this one too:
          Creating new character. Accept character history? "N", when editing the text press <end> => Assertion failed, File: z-textblock.c; Line: 115; Expression: new_length >= 0.

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2986

            #20
            Originally posted by Ingwe Ingweron
            Angband 4.0 dev 8470954

            Message and ID by use weirdness continues. And, I didn't see it in the bug list, but maybe I missed it.

            "You have no room for a Broad Sword (2d5) {wielded}."

            How did it have the "{wielded}" flag when @ hadn't even picked it up, let alone wielded it as equipment?

            The same for staves showing up on the floor with the {wielded} flag, even though they never do get wielded since they can't be [e]quipped. In any event, wasn't the message "{tried}" before?

            Edit: Just walked over a weapon and got the message, "You have no room for a Long Sword (2d5) {special}." So, maybe some of what I perceived as weirdness is merely a decision to already implement some of the proposed changes to identification. Note that the Phial did not have any strange {appendage} associated with it when @ found it just now.
            Last time I checked the latest commits, the one about ID_WORN was still doing things the wrong way. Flag must be set at birth, removed when item is worn and checked against absence in object_was_worn(). Maybe call the flag "ID_NOT_WORN" for more clarity?
            PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              #21
              Another bug: all characters have been assimilated by the Borg. When I inspect my character, it says "This is Alice, the High Elf Ranger. It is the only child of a Noldorin Ranger."

              Frankly, why remove player sexes?
              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #22
                Originally posted by PowerWyrm
                Last time I checked the latest commits, the one about ID_WORN was still doing things the wrong way. Flag must be set at birth, removed when item is worn and checked against absence in object_was_worn(). Maybe call the flag "ID_NOT_WORN" for more clarity?
                I've done the logical opposite of your fix, to get the same effect - ID_WORN is now only set on wearing, or on full ID (when it is ignored because everything is known).
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #23
                  Originally posted by PowerWyrm
                  Frankly, why remove player sexes?
                  +1. Those add flavor even if they have no impact on gameplay. I vote for adding them back.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #24
                    Player sexes were taken out because
                    1. Some people don't identify as male or female, and so found having to choose one (and as the first question the game asked, moreover) a bit unpleasant and
                    2. The attempt to fix this by adding neuter as an option just made it clear that there were a whole range of things people might want to have as options.


                    So we took it out and added editable player histories, so anyone who wanted to have a character of identifiable sex could.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • debo
                      Veteran
                      • Oct 2011
                      • 2402

                      #25
                      Finally!!!
                      Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        #26
                        Bug #1925. A little more clarity on the activation macro bug. Apparently, it is getting through the first two steps, [A]ctivate, [a] principal weapon, just fine, the same as manual keypresses, but hits the "Type ? for help" problem upon the targeting [5] step. Since the messages are clearing instantly, there is no "More" prompt between the "This item is still charging" and the help signal (nor should there be, since the help signal isn't really a message in the message history [maybe it used to report "illegal ...something or other..."]). I'm still not sure why it used to work but now doesn't.
                        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #27
                          Update 6c27ede fixes:
                          • A crash on generating randarts (actually already fixed in an unadvertised update due to myshkin)
                          • Problem with wall knowledge being removed by casting darkness (and floor knowledge not being removed - logic was reversed in two different places...)
                          • Incorrect message when a monster breaks a glyph
                          • Multiple badnesses in ignore menu for lights, particularly ego lights


                          I believe the bug list (linked earlier) is now completely up to date, with a total of 39 - thanks everyone for helping.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            #28
                            Originally posted by Nick
                            I would expect this if those objects were generated in a previous version - is that the case here?
                            Yes, that seems to have been the issue. I haven't noticed it on recent levels.

                            The id-by-use seems to be working much better, however, it is still a little different. Maybe it is now working how you intend, but perhaps some explanation from you of the changes would be helpful.

                            Example:

                            You see a Metal Cap [3].
                            You have a Metal Cap [3] (v).
                            You feel the Metal Cap (v) in your pack is excellent...
                            [wield the Metal Cap.]
                            Your mind feels strangely sharper!
                            [Woohoo! I know this means ESP, and found on DL16 to boot!]
                            You are wearing a Metal Cap [3] {splendid} (j).
                            [Okay so far, it's not fully identified since I don't know its AC modification.]
                            You know more about the Metal Cap you are wearing.
                            The Copperhead snake misses you.
                            [Hmmm. Two problems here. One, the message order has always been funky, "knowing more" before the monster misses or hits, but more importantly, Two, the equipment list still only shows "a Metal Cap [3,+10] {splendid}".]

                            In 3.5.1, this Metal Cap would have been fully identified at this point as a Metal Cap of Telepathy. In 4.0, must I use Identify to prove it doesn't have rStun, rFire, pBlind, etc.? I.e., previously once the properties were known, the item was identified, now it seems you must also know everything the item is not.

                            Is that accurate, or am I missing something obvious?
                            Last edited by Ingwe Ingweron; May 4, 2015, 14:32.
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #29
                              Originally posted by Ingwe Ingweron
                              Is that accurate, or am I missing something obvious?
                              I can confirm, that, I believe you're right, and there should be a fix in the next update.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Ingwe Ingweron
                                Veteran
                                • Jan 2009
                                • 2129

                                #30
                                Angband 4.0 dev 6c27ede

                                Ego item ignore menu problem. a Whip of Frost (1d3) {excellent}. On the individual item ignore, I get the three choices: a) This item only, b) All Blunt Melee Weapons of Frost [the Ego ignore], and c) All excellent but not splendid Blunt Melee Weapons [the quality ignore]. However, in the full Ego item ignore menu Blunt Melee Weapons of Frost are not listed.

                                In fact, Blunt, Sharp, and Great Weapons are listed for Blessed, Defender, Extra Attacks, various Slays, Westernesse, but they aren't listed for Frost, Flame, Lightning, or Venom.

                                Edit: I've also noticed that the individual item ignore menu seems to switch the order of the options. Sometimes (b) is Ego ignore, sometime (c) is. Although I may be remembering the Lantern of Brightness which you may have already fixed. I'm not sure if the order of the options is different for anything else. I'll keep my eyes out for it.
                                “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                                ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                                Comment

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