Angband 4.0beta status

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Just had a stat swap (+/-) potion, !Niimbleness, only said "You feel very dextrous." There was no corresponding ill effect. Did Dex swap with Dex? I didn't think that was supposed to 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

    • bio_hazard
      Knight
      • Dec 2008
      • 649

      Do you have any sustains via equipment or @ racial abilities?

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9638

        Originally posted by tumbleweed
        angband-win-v4.0beta-375-g5275124
        • Flavor and special player picture loading does not work.
          • worked in 370
          • works again if you move the flavor and special player picture prf files back into lib/customize/
          • also works again if you edit eg graf-dvg.prf to load %:../tiles/gervais/xtra-dvg.prf instead of just %:xtra-dvg.prf et cetera.
        • "list.txt" introduces itself as "graphics.txt" and then tries to help you understand "dungeons.txt" and the syntax described doesn't quite match the way the file actually works.
        This all works properly now, in Windows at least. Graphics don't seem to be working at all in OSX, though. Can someone confirm, or is it just me?
        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 bio_hazard
          Do you have any sustains via equipment or @ racial abilities?
          Sustains have no effect on stat swap potions. At least, they never have in the past.
          “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
            • 9638

            Originally posted by Ingwe Ingweron
            Sustains have no effect on stat swap potions. At least, they never have in the past.
            If one of your base stats is 3, it could have tried and failed to reduce that.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • tumbleweed
              Adept
              • May 2015
              • 112

              Originally posted by Nick
              This all works properly now, in Windows at least.
              Yeah, looking good in Windows so far. Adding my test tile set with the necessary tweaks for the new structure went over without a hitch, and even some mildly weird shit I tried worked just fine as well (lol'd at being able to put a tile set directly in tiles/ by using D:. or D:./ in list.txt)

              What I noticed:
              • I guess no unicode for file and path names used within list.txt is "as intended"?
              • The issue with garbage being displayed in the Options->Graphics menu when tileset names are longer than 31 characters does persist.
              • Making the game trip by putting e.g. "D:" (rather than "D:.") in list.txt gives a "Graphics list load failed" message, but no hint as to what exactly happened / which line broke things.


              Standing by my suggestion to axe list.txt entirely btw.

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                Originally posted by tumbleweed
                Yeah, looking good in Windows so far. Adding my test tile set with the necessary tweaks for the new structure went over without a hitch, and even some mildly weird shit I tried worked just fine as well (lol'd at being able to put a tile set directly in tiles/ by using D:. or D:./ in list.txt)

                What I noticed:
                • I guess no unicode for file and path names used within list.txt is "as intended"?
                • The issue with garbage being displayed in the Options->Graphics menu when tileset names are longer than 31 characters does persist.
                • Making the game trip by putting e.g. "D:" (rather than "D:.") in list.txt gives a "Graphics list load failed" message, but no hint as to what exactly happened / which line broke things.


                Standing by my suggestion to axe list.txt entirely btw.
                The extra complexity required to nuke list.txt isn't worth it IMO. Serial numbers are not a big deal - if you make a new tileset, you just add it at the end with a new serial number.

                The name copying bit is annoying and needs fixing using my_strcpy() instead of strncpy() in grafmode.c.
                takkaria whispers something about options. -more-

                Comment

                • Ingwe Ingweron
                  Veteran
                  • Jan 2009
                  • 2129

                  Originally posted by Nick
                  If one of your base stats is 3, it could have tried and failed to reduce that.
                  Yep. Perfect explanation. Thanks, Nick.
                  “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

                  • Guest

                    Why are fail percentages for spell etc. never more than 50%? Even at other percentages, the spells fail probability is lot more than what is reported. Can't we have a better estimate (I don't have any idea)?

                    Also, birth option of preserving artifacts still does not work well. I don't see a few basic artifacts after long hours of play. In debug mode, for example, if you generate hundred of very good objects, you can see phial generated on the ground nearby and bam after some repeations it is no longer generated. My guess is when it is generated in the inventory of some monster (possibly unique) it is no longer generated again. No proof, just guessing.

                    Also I am running out of macros, I run angband on linux console (playing it there since ages). Running out of numbers for rods too @a0 @a9. So I have to define these ingame and reuse it, instead of auto inscription. Well this is more of a feature request than anything else. Can we have and use @a[letter].

                    Anyway, I like angband, it is great game. Started with nethack but now I play only angband for quite a while.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1214

                      Originally posted by shreesh
                      the spells fail probability is lot more than what is reported. Can't we have a better estimate?
                      I too became convinced that this was the case. I was running a half-troll ranger who I had accidentally added points onto WIS instead of INT. I was about to kill him off and reroll, but in the end I got quite attached to the poor fellow (at least until he had an accident on dlvl40 with an Ancient Green - still with 50% fail on Magic Missile and a max of 9SP), but anyway...
                      I started recording my casts and although it actually came out at 52% fail, rather than 50%, I had been convinced it was more like 75%. I think it is runs of 7 or 8 fails in a row that convince the human brain that something is wrong with probablilty.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9638

                        Update cb2b719 fixes:
                        • OS X graphics (thanks myshkin)
                        • Make lib/tiles/list.txt look prettier
                        • On Powerwyrm's advice, do an explicit check that a monster is never placed on top of the player


                        No bugs for a while - apart from the OS X sidebar update problem.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          Originally posted by shreesh
                          Why are fail percentages for spell etc. never more than 50%? Even at other percentages, the spells fail probability is lot more than what is reported. Can't we have a better estimate (I don't have any idea)?
                          The spell failure rates are accurate. You just notice the "unlikely" failures far more than you notice the "unlikely" successes, because humans are bad at coping with randomness.

                          Fun fact: one way to recognize when someone is trying to generate "random" data by hand is that it doesn't have long streams of the same result. In sufficiently large datasets you should expect to see a few such streams.

                          I'd like to see Angband collect more stats on the player. A breakdown of how often each spell is cast and how its nominal failure rate compared to its actual failure rate would be pretty neat to see.

                          Also, birth option of preserving artifacts still does not work well. I don't see a few basic artifacts after long hours of play. In debug mode, for example, if you generate hundred of very good objects, you can see phial generated on the ground nearby and bam after some repeations it is no longer generated. My guess is when it is generated in the inventory of some monster (possibly unique) it is no longer generated again. No proof, just guessing.
                          Remember that once you learn the name of an item, it cannot be generated again. If your workflow for this test included picking up the phial, then you would expect to never see it again. What exactly were you doing?

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            Angband 4.0 dev cb2b719

                            This is an error in OSX. On initial character creation, there was an error - "failure to save subwindow preferences" (or something like that). What was apparently happening was that the Documents/Angband directory was not being created before the attempt to save .prf and savefiles. After the failure, there was a Documents/Angband directory, but it was empty - no subdirectories, no files. Reattempting character creation worked fine, I believe because now the Documents/Angband directory existed.
                            “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

                            • Carnivean
                              Knight
                              • Sep 2013
                              • 527

                              Originally posted by Derakon
                              I'd like to see Angband collect more stats on the player. A breakdown of how often each spell is cast and how its nominal failure rate compared to its actual failure rate would be pretty neat to see.
                              I'd like to second this request.

                              Comment

                              • myshkin
                                Angband Devteam member
                                • Apr 2007
                                • 334

                                Originally posted by Ingwe Ingweron
                                Angband 4.0 dev b66dd1d

                                A possible insight into the failure of AC to update. In the attached savefile, @ has a Robe and has Full Plate Armor. With the Robe, @ AC is 22. With the Plate Armor, @ AC is 84, but the weight of the armor encumbers @'s movement. Switch between the armors and you will see the information at the left of the screen fails to update the armor class. Even after moving and engaging in combat with a townie, the AC display does not update without a redraw. [ATTACH]1276[/ATTACH]

                                Could be totally off base, but I'm wondering if the failure is related to the receipt of the encumbrance / move more freely messages, similar to the run-past bug when a message was received? Oh, and this is in OSX.
                                I also see this with your savefile. Oddly, the basic character subterm updates just fine. Also, for me, becoming encumbered doesn't trigger an update, but becoming unencumbered does.
                                In both cases, update_sidebar() and update_player_compact_subwindow() both get called at least once, and prt_ac() eventually prints something with the correct new value. I'm not sure yet why this would fail just on OSX, or why it fails at all. I should note that wearing the full plate triggers enough message text to have a -More- after the wearing message, while wearing the robe allows everything to fit on one line. I'm guessing it has something to do with that.

                                Comment

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