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  • Nomad
    Knight
    • Sep 2010
    • 958

    #46
    If you stand in the square adjacent to a trap and try to run into the trap square, absolutely nothing happens - you don't move, but you don't make a disarm attempt either, so it's basically a wasted turn. Possibly a consequence of the fix for the earlier bug where running wasn't stopping in time and you ran straight into traps?

    (...Yes, I do spend a lot of time accidentally trying to run into things when I'm standing next to them. Let's just call this "thorough playtesting".)

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #47
      Originally posted by Nomad
      If you stand in the square adjacent to a trap and try to run into the trap square, absolutely nothing happens - you don't move, but you don't make a disarm attempt either, so it's basically a wasted turn. Possibly a consequence of the fix for the earlier bug where running wasn't stopping in time and you ran straight into traps? ....
      That seems fair to me, not a bug. How can @ disarm a trap while running? I can't imagine how one could jigger the mechanism of darts, gas bombs, trap doors, etc., while at the same time running. I'd say the wasted turn is fair compensation for trying to run again across a known trap without disarming it first.
      “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

        #48
        Originally posted by Ingwe Ingweron
        That seems fair to me, not a bug. How can @ disarm a trap while running? I can't imagine how one could jigger the mechanism of darts, gas bombs, trap doors, etc., while at the same time running. I'd say the wasted turn is fair compensation for trying to run again across a known trap without disarming it first.
        Yeah, I don't necessarily think running into a trap should attempt to disarm it (though that's the behaviour in 3.5), but there at least ought to be some sort of "There is a trap there!" message explaining why nothing's happened, or else it should work like using the W command to deliberately walk into a trap. (Since the whole reason I came across the bug in the first place was that the trap was right on the detection border, which can make them difficult to spot in tile mode if you're not paying enough attention, so I didn't notice it and just kept hitting run wondering why nothing was happening.)

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9633

          #49
          Update b71de9e fixes:
          • ID by use of ego items, I hope pretty much completely
          • Descriptions for wands/rods of life-draining and stone to mud
          • Magical disarming of chests, and destruction of closed doors
          • Slowness of seen ego items to appear in the ego ignore menu
          • Allow use of home and end keys in player birth history editing (instead of crashing)
          • Use correct activation descriptions for artifacts
          • Make running straight at a trap attempt to disarm it


          As usual, please report new bugs, or when I am lying about something being fixed. In particular, it's hard to believe that ID is completely right now, but you never know.
          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

            #50
            Angband 4.0 dev b71de9e

            Just crashed while in town, reading a ?Identify on the steps of the Alchemy Shop to identify Dethanc. Not easily replicable so no savefile attached. This is in OSX.
            “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

              #51
              Originally posted by Ingwe Ingweron
              Angband 4.0 dev b71de9e

              Just crashed while in town, reading a ?Identify on the steps of the Alchemy Shop to identify Dethanc. Not easily replicable so no savefile attached. This is in OSX.
              [CORRECTION] This IS replicable. The crash actually occurred when I entered the equipment menu and selected it to look at the damage calculations. Enter [e]quipment, [a]Dethanc, and it will crash. This is in OSX. Patient.zip
              Last edited by Ingwe Ingweron; May 5, 2015, 22:47.
              “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

                #52
                Angband 4.0 dev b71de9e

                ID not fixed, unfortunately. @ fired some unknown Iron Shots from his sling and all is good. The {worn} (or is it {wielded}?) identifier drops away, leaving only Iron Shots (1d4) (+0,+0). Fully identified, right? Apparently, not. When trying to ignore these average shots the choices are: a) This item only, and b) All non-artifact Shots and Pebbles. This is what it should do for an unidentified item, but there's nothing more to reveal about these shots.
                Last edited by Ingwe Ingweron; May 5, 2015, 22:48.
                “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
                  • 9633

                  #53
                  Originally posted by Ingwe Ingweron
                  Angband 4.0 dev b71de9e

                  ID not fixed, unfortunately. @ fired some unknown Iron Shots from his sling and all is good. The {worn} (or is it {wielded}?) identifier drops away, leaving only Iron Shots (1d4) (+0,+0). Fully identified, right? Apparently, not. When trying to ignore these average shots the choices are: a) This item only, and b) All non-artifact Shots and Pebbles. This is what it should do for an unidentified item, but there's nothing more to reveal about these shots.
                  I can't reproduce this - do you have a savefile?

                  EDIT: Crash bug is fixed in dev, btw
                  Last edited by Nick; May 5, 2015, 22:58.
                  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

                    #54
                    Originally posted by Nick
                    I can't reproduce this - do you have a savefile?
                    Certainly. It seems to be for any ammunition picked up and fired successfully and thereby identified. Just found the pebbles in quiver slot (b) and successfully fired them. They are Rounded Pebbles (1d2) (+3,+3).

                    So, [e]quipment, [.]quiver, [k]ignore

                    a) This item only
                    b) All non-artifact Shots and Pebbles

                    Patient.zip

                    What happened to ignore good? And if these were average as in the initial report, what happened to ignore average?
                    “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

                      #55
                      Slight weirdness IDing ammo by throwing it. I found some ego pebbles on an early level and chucked one at a Salamander, which IDed the ammo as Rounded Pebbles (+2, +5) {ego}, fair enough. However, when I threw one of the same pebbles at another monster, I got the "Your Rounded Pebble of Flame flares!" message and they were IDed as Flame-branded. I'm not sure if this is strictly a bug or not - I'm assuming it originally failed to ID because Salamanders resist fire? - but I thought element brands were apparent regardless, unlike slays.

                      ...Actually, am I hallucinating or didn't branded ammo used to be identified as soon as it was wielded to the quiver? Maybe that step's being skipped because it now goes straight to the quiver instead of requiring a manual wield.

                      Anyway, regardless, I can confirm Ingwe Ingweron's ammo ID problems - my fully identified Pebbles of Flame still have the {ego} tag, and some average Pebbles that appear fully identified at first glance still have the "You do not know the full extent of this item's powers." message when inspected and thus get the same squelch problem. Save file is attached.

                      (On a happier note, I don't know when or how, but it looks like #1883, "Monster knowledge not saving", might be fixed? I'm not conscious of anything being missing from the monster list when I reload any more.)
                      Attached Files

                      Comment

                      • Nomad
                        Knight
                        • Sep 2010
                        • 958

                        #56
                        Originally posted by Nomad
                        Anyway, regardless, I can confirm Ingwe Ingweron's ammo ID problems - my fully identified Pebbles of Flame still have the {ego} tag, and some average Pebbles that appear fully identified at first glance still have the "You do not know the full extent of this item's powers." message when inspected and thus get the same squelch problem.
                        Aha, wait, I now know what's happening here! It's because the average pebbles were IDed by use before the {average} pseudo feeling had kicked in. I wandered on for a while, got a "You feel the Rounded Pebbles in your pack are average..." message about them, and now the "You do not know the full extent of this item's powers." line is gone from the Inspect screen and the proper option to squelch average shots and pebbles appears.

                        (The {ego} still being there on the fully IDed by use Pebbles of Flame appears to be a separate unrelated issue, though.)

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          #57
                          One minor quiver command adjustment request.

                          Currently, [ESC] from the quiver screen drops you out of the menus entirely, but [ESC] from the individual ammunition information drops you into the [i]nventory menu.

                          When comparing ammunition in the quiver, you enter the [i]nventory or [e]quipment menu and press [.] or navigation arrows to get to the quiver. That's all good. You select one of the ammunition slots and read about the ammo. You hit [ESC] to back out, intending to look at the next ammunition slot. You are in the Inventory Menu (even if you started from the Equipment Menu) and have to return to the quiver to continue your perusal.

                          It would be helpful if, when you hit [ESC] from the individual ammo information, you were returned directly to the quiver screen so you could select the next ammunition slot. Then [ESC] from the quiver screen should return you to the [i]nventory or the [e]quipment screen, whichever you started with. [ESC] from either [i]nventroy or [e]quipment screen would then drop you out of the menus.

                          Which is more optimal for reducing the number of keypresses? Automatically dropping out of the menus when you [ESC] quiver, or being able to compare ammunition without pressing keys to return to the quiver? For me it is the latter, but opinions may vary.
                          “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

                          • tumbleweed
                            Adept
                            • May 2015
                            • 112

                            #58
                            angband-v4.0beta-201-gb71de9e Windows

                            General:
                            • Apparently a quiver may contain a whole lot of nothing. (See attached picture.)


                            Playing with graphical tiles:
                            • When using a Tile Multiplier other than 1x1 and switching between equipment, inventory, and quiver (with arrow keys for example), previously viewed windows are not erased properly, and the new windows are not drawn properly either. (See attached picture.)
                            • The equipment icons between AU and STR only show up when forcing the Tile Multiplier to 1x1
                            • IMO changing the tile set should not resize the game window.


                            Also, how about changing "You see an unknown grid" into "You see an unexplored area" or "You see an unknown area"? "grid" sounds so... technical to me. But maybe that's just me.

                            PS: What's with those image upload restrictions, by the way? 620x280 and less than 20 KB for png (and jpeg, curiously enough) but no resolution limit and nearly 100 KB for jpg?
                            Attached Files

                            Comment

                            • tumbleweed
                              Adept
                              • May 2015
                              • 112

                              #59
                              Originally posted by Ingwe Ingweron
                              Which is more optimal for reducing the number of keypresses? Automatically dropping out of the menus when you [ESC] quiver, or being able to compare ammunition without pressing keys to return to the quiver? For me it is the latter, but opinions may vary.
                              I agree, [ESC] returning me to the inventory instead of the quiver (or instead of the equipment list, in other - rare - cases) regularly irks me as well, as it's really not the behavior I would expect.

                              (Ideally I'd love being able to use up/down/letters to select ammunition while the details on the currently selected ammunition is always on-screen, but that's probably for a different thread and a different version.)

                              Speaking of the quiver, the "Fire default ammo at nearest ('h') or ('TAB')" function makes me wish:
                              1. I could rearrange ammo directly in the quiver rather than dropping and picking it up again in the desired order.
                              2. the game wouldn't mess with the order of the ammunition I carry, if I pick up ammo of another kind. For example, if you carry a bunch of different arrows and pick up some bolts, the first arrows will pushed back to the next open slot in your quiver.

                              Comment

                              • Nomad
                                Knight
                                • Sep 2010
                                • 958

                                #60
                                Hallucination slows the game dramatically - noticeable when resting, as in #1910, but also if you use the run command while hallucinating you see the character slowly moving from square to square.

                                Originally posted by tumbleweed
                                Speaking of the quiver, the "Fire default ammo at nearest ('h') or ('TAB')" function makes me wish:
                                1. I could rearrange ammo directly in the quiver rather than dropping and picking it up again in the desired order.
                                2. the game wouldn't mess with the order of the ammunition I carry, if I pick up ammo of another kind. For example, if you carry a bunch of different arrows and pick up some bolts, the first arrows will pushed back to the next open slot in your quiver.
                                This is actually possible with inscriptions, though it's not well documented (and probably a bit confusing now the quiver slots have been changed to the letters a-j instead of numbers 0-9). If you inscribe ammo with "@f0", it will move into quiver slot a, if you inscribe it "@f1" it will go into slot b, if you inscribe it "@f2" slot c, etc. Inscribed ammo always returns to the specified slot when picked up and won't be pushed out by picking up other ammo.

                                Comment

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