Angband 4.0beta status

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Originally posted by Nick
    There is a bit of a reason, because magic attacks can hit more than one monster, and it's also harder to distinguish whether it's the player that did it. For example if the player casts Stinking Cloud on a pack of hounds, and then they all breathe, there's magic effects being flung about everywhere, and picking out the player ones might not make a lot of sense - and also be difficult to code. I'll have a bit more of a look and a think.
    Ah, I see your point. Maybe if it just showed magical damage on the target and only for that generated by the @? But I realize the coding for that might not be possible.
    “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

    • Jungle_Boy
      Swordsman
      • Nov 2008
      • 434

      Definitely not a showstopper and thanks for all your work but it's kind of annoying that 'E'at is not one of the sub menu options when looking at mushrooms.

      At least it wasn't the last time I looked at one.
      My first winner: http://angband.oook.cz/ladder-show.php?id=10138

      Comment

      • Nomad
        Knight
        • Sep 2010
        • 958

        There seems to be a minor ID issue remaining with DSMs - I just found a blue DSM early on in the game that turned out to be magical, and it's still got the {magical} tag inscription and "You do not know the full extent of this item's powers" even after I've learned the AC bonus. (Average DSMs appear to ID themselves correctly after the pseudo kicks in; not sure about egos.) This is in f59f9e5.

        Also in f59f9e5, the "doors becoming black squares when opened/closed while blind" bug seems to have crept back in. (Or possibly was only fixed for monsters changing the state of doors out of line of sight, and not for the player doing it while blind?)

        Plus there are a few tiny message bugs still remaining that aren't on the bug list:

        Originally posted by Nomad
        * No "You see no more [items]." message when using consumables from the floor.
        Originally posted by Nomad
        Minor message issue I've just noticed with selling items to shops/dropping them into the home. If you sell one of a stack of consumables in your inventory, you get a message like:

        Code:
        You sold a Scroll of Detect Invisible (f) for 13 gold.
        But if you sell a single item/the entire stack at once, you get:

        Code:
        You sold a Scroll of Detect Invisible () for 13 gold.
        I assume the empty parentheses mean it's not checking for the inventory letter until after the item's already gone.
        Overall, though, I agree that there are no showstoppers left - the only bug that's still causing any real impact on gameplay for me is the run past bug, and that's very intermittent. (I'm fairly sure it is to do with other events/messages occurring in the same turn that @ should have stopped running. It usually happens for me when the recharge message for rods pops up in the same turn as I reach the edge of the trap detection border, plus I've had the same happen when I suddenly noticed a mimic as I reached the border. And once or twice I've had ghosts get a free hit on me when they appeared out of a wall as I was running and I still moved another square after the first hit.)

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          Could it be it is of "craftsmanship" and that is still not evident? The dsm that is

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            Originally posted by Thraalbeast
            Could it be it is of "craftsmanship" and that is still not evident? The dsm that is
            Nope, it's definitely just magical - Craftmanship should pseudo-ID as excellent.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              Update ee39bf8 fixes:
              • Mushrooms not always being recognised as food
              • Item menu entry for selling
              • Tidy up of store messages
              • Activations are learned on the item being successfully activated (mainly affects dragon scale mail)
              • Added trap knowledge to the knowledge screens
              • Added descriptions for terrain to the knowledge screen


              Please do keep reporting issues - the minor one about the Eat command for mushrooms revealed a more general problem which was, for example, stopping food thieves from stealing mushrooms.

              Down to ten official bugs now (after deeming a few fixed and postponing a few more).
              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

                Originally posted by Nick
                Down to ten official bugs now (after deeming a few fixed and postponing a few more).
                Angband 4.0 dev ee39bf8

                Here are bugs that I don't see in the list, but I believe still exist:

                1. In 3.5.1, there was a sound when items were put in, rearranged, or dropped from the quiver, but in 4.0 there is not. I believe this is because formerly an item was "wielded" to the quiver (the sound does continue to occur in 4.0 when wielding items to or taking off or dropping from equipment), but now that missiles go directly to the quiver and are dropped directly from the quiver the sound effect was not included in the code. May we have the sound effect re-included for the quiver? [Used to be part of Bug #1911].

                2. While the border on the left side of the inventory was put back in, making readability in shops easier, the border on the bottom of the inventory was not put back in, making the inventory text run into the store merchandise text at the bottom. May we also have the black border at the bottom of the inventory re-included? [Used to be part of Bug #1856 (though "around" in the report may not have been specific enough to realize the bottom border was part of the problem).

                3. Never did get a confirmation that the change of the "Summons ringwraiths" in 4.0 was intended. In 3.5.1, when all the ringwraiths were dead, "summons ringwraiths" would instead actually summon fiends of darkness, but now "nothing comes". The change makes sense, but would just like confirmation that it was intended.

                4. Now that traps are in a knowledge menu, is there a reason that when looking at a known trap (e.g., a teleport rune or a dexterity loss dart) the look command only returns “you see a strange rune” rather than “you see a teleport rune”, etc.? Could we have it return the particular type if that type is known?

                5. There is still a visual display hesitation when a missile is fired and kills a monster, the monster disappears and then there is a rather noticeable hesitation before the missile appears in the spot it landed.

                6. A chest mimic symbol (grey "~") becomes a gold "~" when the mimic is known. The same symbol as an artifact light. While this is the same in 3.5.1, may we change the color of the known chest mimic to avoid this confusion? I don't believe any of the other mimic types have the same problem.

                Wow! It's hard to believe it's almost there. Fantastic job Nick and the rest of all of you on the Development Team.
                “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

                • Rhonwyn
                  Rookie
                  • May 2014
                  • 9

                  Also rather minor character identification issue, but I wanted to look something up to see how many points it's worth, so I hit \ and input "P". Instead of "Giant" as I was expecting, it says "Morgoth." If I hit [y]es to recall, it gives me the list of known Giants, as expected, but that wasn't Morgoth I saw at 1500'!
                  This was in May 27 version gefaad55, windows - I'll be updating to the current version tonight.

                  Comment

                  • Rhonwyn
                    Rookie
                    • May 2014
                    • 9

                    This one is also minor, not really a bug so much as a description issue. For a Scroll of Blessing, when inspected: "Can be destroyed by acid, fire. When read, it extends blessing for 6+1d12 turns." This does not answer my question of "what does it do?" since it doesn't say what "blessing" is.
                    Same thing with Scroll of Holy Chant description: "When read, it extends blessing for 12+1d24 turns."
                    I vaguely remember something from an earlier (pre 4.0) version about AC and to-hit bonuses, but I don't have 3.5.1 on this computer to look it up. I think, for new players or people who don't remember, it might be good to explain, if possible.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      Originally posted by Nick
                      Update ee39bf8 fixes:...
                      Activations are learned on the item being successfully activated (mainly affects dragon scale mail)....
                      This should also apply for the 'thanc daggers, but it does not. Even though @ knows everything there is to know about Narthanc from use and activation, without using ID the {special} identifier is still there.
                      “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

                        The new trap knowledge section has caused the knowledge menu to go a bit wonky: if you select anything below "Display trap knowledge" on the list, you get the next list item down instead. (i.e. if you select "Display contents of general store" you see the armourer instead, select the armourer and you get the weaponsmith, etc.) This occurs regardless of whether you select the option by typing the letter or using arrow keys + enter, and continues on down through all the shops until, if you select "Display contents of home", the game crashes. (The last two options on the menu, hall of fame and character history, both still work correctly.)

                        Also, the trap knowledge menu itself looks good, but I think the description for Teleport rune is maybe a little misleading for newbies: "A portal to another area" makes it sound a bit like it's a fixed portal to go back and forth - "teleports you to a random location" might be clearer.

                        And on the super trivial non-bug front, if you try to walk into a pool of lava you get the "There is a wall in the way" message instead of one more lava-appropriate. (Also, though this is probably more an idea for 4.1 than 4.0, I am cruel enough to think that trying to walk into a pool of lava should probably punish you with a chance of doing fire damage to your inventory.)

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          Great, thanks for all those.

                          Originally posted by Nomad
                          And on the super trivial non-bug front, if you try to walk into a pool of lava you get the "There is a wall in the way" message instead of one more lava-appropriate. (Also, though this is probably more an idea for 4.1 than 4.0, I am cruel enough to think that trying to walk into a pool of lava should probably punish you with a chance of doing fire damage to your inventory.)
                          What lava does is up for discussion, but in FA it does the player 100 fire damage if they have Feather Falling, and 250 if they don't
                          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

                            Originally posted by Nick
                            Great, thanks for all those.



                            What lava does is up for discussion, but in FA it does the player 100 fire damage if they have Feather Falling, and 250 if they don't
                            As may also be reduced by permanent and temporary resists, if I recall correctly.
                            “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

                              Originally posted by Ingwe Ingweron
                              As may also be reduced by permanent and temporary resists, if I recall correctly.
                              Yes, that's correct.

                              Originally posted by Ingwe Ingweron
                              This should also apply for the 'thanc daggers, but it does not. Even though @ knows everything there is to know about Narthanc from use and activation, without using ID the {special} identifier is still there.
                              I just tested this with a freshly generated Narthanc, and did ID correctly. If you already had Narthanc before the update, it's possible that that may prevent it from IDing properly.
                              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

                                Originally posted by Nick
                                Yes, that's correct.



                                I just tested this with a freshly generated Narthanc, and did ID correctly. If you already had Narthanc before the update, it's possible that that may prevent it from IDing properly.
                                I think it was after, but I'm not positive. The activation did ID correctly, but even after hitting with it and being hit, it still had the {special} identifier. Now that I think about it more just now, that may be correct. I probably had not been hit by fire yet, so did not know of the rFire property.
                                “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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