I thought I'd wait until after you'd released to mention that you still have to resize tiles when you load up a game (with Shockbolt anyway). Sorry!
Angband 4.0.0 bugs
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Oh, and randarts seem to be playing up again. I just found this in the artifact.spo:
Code:the Blue Dragon Scale Mail of Barnorme (+6,+0) [12,+28] <+3, +1> ---------------------------------------------------------------- +3 strength. +3 dexterity. +3 constitution. Provides immunity to lightning, frost. Provides resistance to acid, fire, poison gas, light, dark, sound, shards, nexus, nether, chaos, disenchantment. Provides protection from fear, blindness, confusion. Sustains intelligence, wisdom. Grants telepathy. Radius 1 light. When activated, it allows you to breathe chaos or disenchantment for 220 damage. Takes 188 to 276 turns to recharge. Your chance of success is 46.2% Min Level 100, Max Level 127, Generation chance 1, Power 839, 9.0 lbs Based on Nentelion.
I'm playing with the 'keep previous set of randarts' option off (the fact that it is defaulted to 'on' is a bug, in my opinion - surely most randart players want a fresh new set each game, with the option upon death of keeping the old set?), and I think what is happening is that each new set is built off the old set. I don't know if this is intended behaviour or not. Personally I quite like the idea that the more iterations of a dynasty you play, the more divergent from the standarts your artifacts get. There does seem to be a trend, however, that each iteration makes the great ones better and the poor ones worse...
When I'm playing a ranger I always check the randart set upon death (in this instance due to a room full of dark elf priests - bastards) because if there aren't at least some decent randart bows (with a decent generation chance), then the whole dynasty is shafted. Maybe the randart generation code should check for at least 3 bows, or something? -
Oh, and finally, most cursed randarts simply cannot ever appear (as I understand it) due to their min and max depths. See below:
Code:the Jewel Encrusted Crown 'Tumor' [0,-16] ----------------------------------------- Heavily cursed. Provides resistance to dark. Provides protection from blindness. Cannot be harmed by acid. Min Level 11, Max Level 3, Generation chance 10, Power 4, 4.0 lbs Based on Ephel.
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The period is missing at the end of the '?' description for the Door Creation spell. All classes affected.Comment
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I've also had several crashes during melee, but for unknown and not easily replicable reasons.“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 DeadComment
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Tiny nitpick: For the Ranger instance of the Shield spell, dice: and desc: are duplicated in class.txt
Don't have a ranger so I can't check whether this causes any visible effects when '?'-ing the description.Comment
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Technically not really a bug, but I think requires fixing nevertheless:
I picked up a wand of stinking cloud and the description read something like: 'It does 12 points of damage increased by 30%.'
Because I know that device skill gives bonus damage, I knew what that meant, but for a new player this is just confusing.
So great job for making the damage bonus accessible to players but please change the flavor text to something like:
'It does 12 points of damage. Due to your device skill, this is increased by 30%.'Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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"the Jewel Encrusted Crown 'Tumor' [0,-16]"
No wonder why with such a name it is cursed...PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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If I ever get one that's replicable, I'll attach a savefile. Thanks, Nick, and the rest of the development team. A Herculean effort cleaning the Augean stables!“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 DeadComment
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I got something I consider buggy behaviour with identifying rings. I picked up a ring, equipped it, bashed a few monsters with it, after the first hit, my char learned that the ring does (0,+12) to damage, after a few more the ring was identified as a ring of damage. So far so good.
Then I picked up another ring of damage, after hitting a monster with it, it is now a 'ring of damage (0,+9) worn'. So I have identified its type and its bonus, I have thus fully identified it, but the game still believes, 'You do not know the items full extend of power.' and I could still waste an identify on it. I guess pseudo-id hasn't kicked in yet, but what is pseudo-id supposed to do for rings anyway?Comment
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