Angband 4.0beta status

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  • fizzix
    replied
    Originally posted by Nick
    This has in fact opened a can of worms. There is a whole bunch of housekeeping stuff to do with monsters that should be done on changing levels, and isn't. I will update when I have it all sorted - but that will take a while.

    Good news is that that update will also fix the Windows monster memory bug.
    Might it conceivably also speed up stats gen?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Was the " Sauron and artifacts only appearing once unless “reset” by closing and reopening" bug ever addressed?
    This has in fact opened a can of worms. There is a whole bunch of housekeeping stuff to do with monsters that should be done on changing levels, and isn't. I will update when I have it all sorted - but that will take a while.

    Good news is that that update will also fix the Windows monster memory bug.

    Leave a comment:


  • MattB
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 280b6ee

    Several crashes when attacking mimics, with weapons or with magic. Strike at a mimic scroll with a weapon or aim an orb of destruction or magic missile at one and CRASH.
    I had this too last night (playing last but one update).

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 280b6ee

    @ just ran into a trap on the trap detection line. It appears that 4.0 is one square short of 3.5.1 in its trap detection radius (failing to detect a trap that is on the trap detection line), that or one square short in its "stop" for running when getting to the trap detection line.

    3.5.1 detected traps up to and including the trap detection line.

    I might have expected to run into a trap just past the trap detection line due to the "run past" bug, but this is the first time @ has run into an unidentified trap literally on the line.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 280b6ee

    Several crashes when attacking mimics, with weapons or with magic. Strike at a mimic scroll with a weapon or aim an orb of destruction or magic missile at one and CRASH.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Was the " Sauron and artifacts only appearing once unless “reset” by closing and reopening" bug ever addressed?
    No it wasn't, thank you.

    The macro thing - the 5 makes sense to me now. I'll go back and have a look at why 3.5.1 doesn't have the problem.

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  • Nick
    replied
    Originally posted by Nomad
    Aha, I've pinned it down! I'm playing the Windows version, and it turns out that lore.txt is only being created/updated if you exit the game 'manually' using the ^X command or in-game Enter menu, but NOT if you exit using the standard Windows interface (i.e. by choosing File > Exit from the menu or clicking the X in the right-hand corner of the window).
    I do not believe that possibility would have occurred to me for some time - good job.

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  • MattB
    replied
    Playing randarts and just found the star which activated for scare monster. Is this intended behaviour? I thought the activations for lights were sacrosanct?

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  • Nomad
    replied
    In the category of hilariously trivial issues: potions of Slime Mold Juice aren't being identified when you quaff them. (Possibly a side effect of the earlier fix for potions of Cure * Wounds being accidentally IDed by their food properties when quaffed?)

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  • MattB
    replied
    Originally posted by Nomad
    Aha, I've pinned it down! I'm playing the Windows version, and it turns out that lore.txt is only being created/updated if you exit the game 'manually' using the ^X command or in-game Enter menu, but NOT if you exit using the standard Windows interface (i.e. by choosing File > Exit from the menu or clicking the X in the right-hand corner of the window).
    Aha! Genius!

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ...The activation macro thing - I don't think that's actually a bug. Aa5 would not aim at the closest thing, Aa' would, and that works exactly the same macro or typed directly. The reason the 5 at the end behaves like that is that numbers are already macros (so, eg, 4 is ;4 for step left), for moving or standing still. If you give a number in a keymap where a direction would make sense, the keymap can use it, but if you try to use it in a keymap as a direction it won't work, because you can't nest keymaps....
    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?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    ....Anything else, please try and get a savefile, or failing that a really solid description of exactly what's going wrong.
    Was the " Sauron and artifacts only appearing once unless “reset” by closing and reopening" bug ever addressed?

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nick
    • Monster memory vanishing - I can't reproduce that either. Remember that now all monster memory is in the lore.txt file - and that's added to and accessed by all characters. If you get the latest beta version, you will need to copy the lore.txt from your old version, or you will have no monster memory. As far as I can tell, both by looking at the code and by testing, lore.txt is being correctly written every time the game is exited. Kill counts are stored in the savefile, so those numbers in the monster history come from the savefile, but monster information doesn't.
    Aha, I've pinned it down! I'm playing the Windows version, and it turns out that lore.txt is only being created/updated if you exit the game 'manually' using the ^X command or in-game Enter menu, but NOT if you exit using the standard Windows interface (i.e. by choosing File > Exit from the menu or clicking the X in the right-hand corner of the window).

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  • Thraalbee
    replied
    Attached savefile contains Sind. Switch between body armours and AC display is not updated correctly. Save and reload and always ok.
    Attached Files

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  • Thraalbee
    replied
    Artifact text still not perfect. When I look at this one lying on the floor all is fine (matches text below from the artifact.spo) but when I pick it up or wield it and inspect then suddenly the recharge time displays as 0. If used it takes the ~50 turns to recharge so it is only a display problem

    Code:
    the War Hammer of Disil (3d3) (+14,+10) [+16] <+3>
    --------------------------------------------------
    +3 wisdom.
    +3 constitution.
    Slays demons (powerfully).
    Branded with fire.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, fire.
    Blessed by the gods.  Prevents paralysis.  
    
    When activated, it heals 40 hitpoints, cut damage, and cures blindness and
    confusion.
    Takes 49 to 54 turns to recharge.
    Your chance of success is 96.4%
    
    
    Min Level 35, Max Level 127, Generation chance 12, Power 192, 12.0 lbs
    Based on Barukkheled.
    [EDIT] I just realized this happens because my speed goes down from 0 to -1 when I pick it up. With -1 speed it displays as 0 but at 0 speed it displays correctly.
    Should be easy to fix. [EDIT]
    Last edited by Thraalbee; May 14, 2015, 16:30.

    Leave a comment:

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