Angband 4.0beta status

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  • Nomad
    replied
    When you get the treasure feeling for a level, the little "LF: 1-?" indicator at the bottom of the screen doesn't immediately update to reflect it, but stays showing ? until you move from your current square. (And it does require an actual movement, seemingly: e.g. standing still and shooting missiles at monsters doesn't cause it to update.)

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  • MattB
    replied
    Playing the latest...

    Just quaffed an (un-ID'd) potion of resist cold and, oddly, it ID'd my (as yet un-ID'd) ring of fire and cold. Which was a bonus.

    (I got the 'Your Rhodonite ring glows' message.)

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 69f9df6

    Turncount reported for the Ladder posts is the wrong one. Instead of grabbing Standard Turncount, it is grabbing the Game Turncount.
    I've reported this one to pav - Nomad's black doors and brands not being splendid will be fixed in the next update.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Update cf7c53a fixes....Lock picking broken (taking too long)....
    Just took 284 turns to pick a lock. I think I double pressed the arrow key at the door. Could that be having an impact like it did with double reading a ?Scroll from the floor? That sounds like a stretch, but maybe.

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  • Ingwe Ingweron
    replied
    Originally posted by Nomad
    Seems reasonable to me.
    Sounds reasonable to me too.

    Just had a Lightning weapon ignored by the "excellent but not splendid" quality setting. In 3.5.1 anything that had an obvious effect upon wielding was "splendid". Admittedly, that did not result in the most rational outcomes in some cases. E.g., a Ring of Light was "splendid", a Shield of Preservation was not. If the categorization has been improved, that's great, but perhaps we could get an explanation of what now constitutes "splendid" so we know what we are ignoring with the setting.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 69f9df6

    @ just drank a Magenta Potion from a stack of 4 such potions on the floor. Result - no message and all of the potions disappeared. The flavor has not been ignored. So, why no message and where did the rest of the potions on the floor go?

    EDIT: particularly frustrating, since when I found the next one I used a ?Identify on it and found it to be CCW. Robbed by a bug!
    Last edited by Ingwe Ingweron; May 10, 2015, 20:38.

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  • Nomad
    replied
    Originally posted by Ingwe Ingweron
    Is id-by-use fixed? New @ just picked up a sling on DL1 and used it. It now identifies as a Sling x2 (+0,+0) {wielded}. Shouldn't the {wielded} drop off having successfully fired this clearly average sling?

    If pseudo-id kicks in, and then the sling is used, everything works fine, but an average weapon used before pseudo-id kicks in is not identified by id-by-use. Is this desired behavior?
    Seems reasonable to me. I know the way egos are generated doesn't currently allow for it, but there's no reason you couldn't in future implement a type of ego that has some kind of slays/resistances etc. but no bonuses to hit or to dam. In which case you'd need the {wielded} tag to make the distinction between an item that pseudo has confirmed is average vs. one that might still turn out to be a Sling x2 (+0,+0) {excellent}.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 69f9df6

    Is id-by-use fixed? New @ just picked up a sling on DL1 and used it. It now identifies as a Sling x2 (+0,+0) {wielded}. Shouldn't the {wielded} drop off having successfully fired this clearly average sling?

    If pseudo-id kicks in, and then the sling is used, everything works fine, but an average weapon used before pseudo-id kicks in is not identified by id-by-use. Is this desired behavior?

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  • Nomad
    replied
    Doors revert to blank black 'unknown' squares when their status changes out of line of sight (i.e. if a monster opens or bashes through outside of your field of view).

    This has the weird but entertaining result that if you open or close a door yourself while blinded, you immediately forget that it was ever there. While you can find a door you've just closed by walking into it, a door you've just opened is impossible to find again until your eyesight comes back, and you get the "You see nothing there" message if you try to use the close command on that square.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev 69f9df6

    Turncount reported for the Ladder posts is the wrong one. Instead of grabbing Standard Turncount, it is grabbing the Game Turncount.

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  • Ingwe Ingweron
    replied
    Thanks, Nomad and Nick. That probably explains why Sauron appeared again. Hopefully it is enough to go on for Nick to find the problem in the code.

    (By the way, "Patient" successfully went on to kill Sauron and Morgoth. My first beta win.)

    Previously reported, but don't see it in the bug list: Sauron and Morgoth fail to summon anything when they "Summon Ringwraiths". In 3.5.1 this would default to summoning fiends of darkness if the Ringwraiths were dead.

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  • Nick
    replied
    Originally posted by Nomad
    My observation level-scumming with the "peek into monster creation" cheat on is that in 3.5, Sauron seems to be generated every time you visit DL99, whereas in 4.0, stair-scumming does not seem to generate him again. Actually, also of note is that the number of uniques showing up steadily decreases as I keep scumming - it seems that once a unique has been generated once, they never show up again. Exiting the game and reloading the savefile "reboots" this, so that previously-seen uniques starts showing up again and you get Sauron the first time you visit DL99 (but again, only the once).
    Interesting - I was wondering if it was just the saving and reloading that fixed Ingwe's problem. I'll look into that.

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  • Nomad
    replied
    Originally posted by Ingwe Ingweron
    Sauron not appearing on DL99. He appeared the first time @ arrived, but I didn't like the situation, went up some stairs and immediately back down to get some better terrain. Ever since then Saruon has not appeared. I've tried stairs and recalling to and from town, but the Dark Lord is absent. This is in OSX.
    Originally posted by Nick
    This is a complete mystery. I couldn't replicate it on OSX or Linux - whenever I went up and down stairs or recalled, Sauron was there.
    My observation level-scumming with the "peek into monster creation" cheat on is that in 3.5, Sauron seems to be generated every time you visit DL99, whereas in 4.0, stair-scumming does not seem to generate him again. Actually, also of note is that the number of uniques showing up steadily decreases as I keep scumming - it seems that once a unique has been generated once, they never show up again. Exiting the game and reloading the savefile "reboots" this, so that previously-seen uniques starts showing up again and you get Sauron the first time you visit DL99 (but again, only the once).

    This is in the latest update (69f9df6), Windows version - I don't know if maybe different savefile handling is causing different behaviour on other systems, or something.

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  • Nick
    replied
    Originally posted by tumbleweed
    I'm afraid it does not. Neither the "straight exit" nor the "try to load delete.me as save file" version.
    Yeah, I found the problem, but then failed to fix it - should be fixed next update.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    This is a complete mystery. I couldn't replicate it on OSX or Linux - whenever I went up and down stairs or recalled, Sauron was there.
    Whatever you changed, it seems to have worked. Sauron is right were he's supposed to be. Now, let's see if @ has enough to kill him!

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