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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    #31
    Bug #1927 Another missing message type. When disarming a chest, either with skill, magic or magic device, there used to be a message "click" and a click sound. Now, no message and no sound.

    Edit: Not apparently a message type problem, after all. The problem is that the mage spell Trap/Door Destruction has become ineffective on chests, hence no message or sound.
    Last edited by Ingwe Ingweron; May 4, 2015, 20:35.
    “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

      #32
      Angband 4.0 dev 6c27ede

      Description for Rod of Drain Life has three problems: 1) it's missing the description of the damage done, 2) it's missing the information about what it does not damage (demons, undead, non-living), and 3) the grammar is wrong, "When activated, it casts a bolt which life-draining." Needs an "is" before "life-draining".
      “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

        #33
        Originally posted by Ingwe Ingweron
        Bug #1927 Another missing message type. When disarming a chest, either with skill, magic or magic device, there used to be a message "click" and a click sound. Now, no message and no sound.
        Ah, it's worse than I thought. Not only no message or sound, but disarming a trap on a chest by magic simply doesn't work. @ standing next to a Small wooden chest (Poison Needle) casts mage spell Trap/Door Destruction. Successful cast, but still, "You see a Small wooden chest (Poison Needle)."

        @ can disarm it with skill. @ can also disarm traps (but not on chests) with magic.

        Also a correction, the missing message and sound is only with respect to magical disarming, which apparently was failing utterly. When disarming with skill there is a sound and the message "You have disarmed the chest."
        “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

          #34
          Originally posted by Ingwe Ingweron
          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.
          I thought the same when testing it, but then found them further down the list (after gloves). Could you check again?

          EDIT: Note that that list is alphabetical by ego name - with the alphabet starting (*abc...
          Last edited by Nick; May 4, 2015, 23:11.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • tumbleweed
            Adept
            • May 2015
            • 112

            #35
            The crash I described in this post persists in angband-v4.0beta-192-g6c27ede

            Also, more cosmetics:
            • Looking at undiscovered tiles results in a message saying "You see an unknown_grid"
            • Ring of Digging description: "When activated, it creates a destroys walls line dealing 20+1d30 damage."
            • Recharging via scroll or spell does not produce a message even if the target item is an identified one, unless the recharging attempt fails.

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #36
              Originally posted by Nick
              Player sexes were taken out because[LIST=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.

              A) You're catering to the vast minority. Good luck with that.
              B) I have no patience for anyone who makes a serious claim of "unplesantness" by being asked to choose a "standard gender" by video game.
              C) Which leads me to, seriously doubting that this claim has ever actually been made by any reasonable bander.
              D) Revert it.

              See how little patience I have.
              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
              My banding life on Buzzkill's ladder.

              Comment

              • debo
                Veteran
                • Oct 2011
                • 2402

                #37
                Originally posted by buzzkill
                See how little patience I have.
                It's a good thing you're not the maintainer then!
                Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                Comment

                • Nomad
                  Knight
                  • Sep 2010
                  • 958

                  #38
                  New bug, possibly a result of earlier fixes for quiver issues: There's no "You have no room for x Arrows" warning message if you try to pick up ammo when the inventory's completely full; you're able to pick it up and it will push the last item out of your inventory onto the floor. (Note that this only applies in the very specific circumstance that inventory slots a-w are all filled with items and the quiver has nothing in it at all - if you've got, say, slots a-v filled and slot w is a quiver slot with exactly 40 missiles in it, then you will still get the proper "You have no room for x Arrows" message as expected.)

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #39
                    I've noticed some other unpleasantnesses while looking at Ingwe's trap/door destruction bug. Specifically, the game currently can't destruct closed doors, because of limitations on the way it projects. I'm not sure what the best fix is here mainly because I'm still trying to figure out what capabilities Nick has put in. I imagine Nick will come by with a one-line fix later, but on the off chance he doesn't I'll try looking at it more tomorrow.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      #40
                      Originally posted by Nick
                      I thought the same when testing it, but then found them further down the list (after gloves). Could you check again?

                      EDIT: Note that that list is alphabetical by ego name - with the alphabet starting (*abc...
                      That's how I gathered it was organized. I'm confident that at the time of identifying the Frost branded weapon that the Frost ego wasn't there (the list was a bit shorter then and none of the elements were represented except for on missiles), but now it is. Perhaps it takes awhile for the Ego ignoring list to catch up? Now they are all there except for Venom, which is missing for both weapons and missiles, but maybe @ hasn't come across any yet. When I do, I will check whether Venom appears right away in the Ego ignore list.
                      “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

                      • Nomad
                        Knight
                        • Sep 2010
                        • 958

                        #41
                        Originally posted by Ingwe Ingweron
                        That's how I gathered it was organized. I'm confident that at the time of identifying the Frost branded weapon that the Frost ego wasn't there (the list was a bit shorter then and none of the elements were represented except for on missiles), but now it is. Perhaps it takes awhile for the Ego ignoring list to catch up?
                        I've noticed this too - I think the issue is that egos are only appearing in the list once they've been fully identified, rather than once you've learned their names. So for example as soon as you wield a Frost-branded whip, the brand is apparent and the name changes to "Whip of Frost {splendid}", but the entry for Frost still doesn't appear on the ego squelch list until you've fully identified all the details of that specific whip. (I think this would be a problem regardless, because it means you have to learn the irrelevant To-Hit and To-Dam values for a specific weapon before the squelch option appears, but it's currently also exacerbated by the ID bug where you have to learn all the traits an item doesn't have before it registers as identified.)

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          #42
                          Originally posted by Nomad
                          I've noticed this too - I think the issue is that egos are only appearing in the list once they've been fully identified, rather than once you've learned their names. So for example as soon as you wield a Frost-branded whip, the brand is apparent and the name changes to "Whip of Frost {splendid}", but the entry for Frost still doesn't appear on the ego squelch list until you've fully identified all the details of that specific whip. (I think this would be a problem regardless, because it means you have to learn the irrelevant To-Hit and To-Dam values for a specific weapon before the squelch option appears, but it's currently also exacerbated by the ID bug where you have to learn all the traits an item doesn't have before it registers as identified.)
                          Ah, I think that explains it perfectly. I don't mind having to wait until the to-hit and to-damage modifiers are learned, but hopefully the rest will be figured out with the fix Nick has planned. The Ego Item list hasn't been a problem anymore since @ has ID power. Now that @ ID's the new find all of its properties are known (and all the properties it doesn't have are known), so the Ego item list populates right away.
                          “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

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #43
                            Originally posted by Nick
                            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.
                            I think word "neuter" is problem here. It sounds like if you choose that you get to play eunuch. "other" would fit better.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #44
                              Originally posted by buzzkill
                              A) You're catering to the vast minority. Good luck with that.
                              B) I have no patience for anyone who makes a serious claim of "unplesantness" by being asked to choose a "standard gender" by video game.
                              C) Which leads me to, seriously doubting that this claim has ever actually been made by any reasonable bander.
                              D) Revert it.

                              See how little patience I have.
                              1. Thank you! It seems to have worked well for the past 22 years of Angband's history.
                              2. I'm sorry, I fail to see the relevance of this one.
                              3. I can assure you, you could not be more wrong on this count.
                              4. No.


                              I'm seeing a paucity of quite a number of human qualities here, but I don't think patience is one of them.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9637

                                #45
                                Originally posted by Ingwe Ingweron
                                Ah, I think that explains it perfectly. I don't mind having to wait until the to-hit and to-damage modifiers are learned, but hopefully the rest will be figured out with the fix Nick has planned. The Ego Item list hasn't been a problem anymore since @ has ID power. Now that @ ID's the new find all of its properties are known (and all the properties it doesn't have are known), so the Ego item list populates right away.
                                Nice work, you two - that was quite a subtle bug, and you diagnosed it perfectly. Fix will be in the next update.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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