4.0.1 Bugs

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  • Iolanthe
    replied
    Originally posted by Carnivean
    While you might enjoy that aspect, you really should try playing with "no selling" for a while. It streamlines the experience, while opening up using items that you would have sold, such as wands. It also means that you get down to the deeper levels in significantly less playing time.
    I did play that way for a while, but it isn't my taste

    My first gravestones were put up playing Moria, I have to admit. So I'm not quite new to the game When I noticed that Nick McConnell had taken over and resuscitated the game, I started playing again. The changes so far are all great and I'm having a lot of fun strolling along the dungeon paths and putting the fear of Iolanthe into those pesky monsters. Winning isn't important to me, I did that before and for me it's enough to know that I could do it.

    Actually the fact that I've played for a while was the reason I thought I had found a bug. In the past versions I used, I could sell my surplus ammunition to the general store.

    So, here's to Nick McConnell for keeping a childhood memory alive Not even Lego could keep my attention after all those years.

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  • Carnivean
    replied
    Originally posted by Iolanthe
    Actually I enjoy hauling stuff out of the dungeon, so I disabled "no selling" I fancy cleaning up the dungeon an taking all the nice things away from monsters.
    While you might enjoy that aspect, you really should try playing with "no selling" for a while. It streamlines the experience, while opening up using items that you would have sold, such as wands. It also means that you get down to the deeper levels in significantly less playing time.

    Leave a comment:


  • Iolanthe
    replied
    I just found the mistake between chair and screen I'll hit myself over the head with a scruffy little dog just after posting this.

    The problem was that I tried to sell ammunition to the general store. It does sell ammunition, but is obviously not interested in buying any. I can sell at the black market and the weapon smith's.

    Thank you, Ingwe

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  • Iolanthe
    replied
    Actually I enjoy hauling stuff out of the dungeon, so I disabled "no selling" I fancy cleaning up the dungeon an taking all the nice things away from monsters.

    I did try to start a character with the no-selling option, but he couldn't pass any ammunition to shops either.

    Another thing I just tried was querying(sp?) the keymap. There is apparently no match for "|". I'd try putting something easier for my German fingers into the map, but I wouldn't know what to map to.
    Last edited by Iolanthe; August 23, 2015, 13:44.

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  • Ingwe Ingweron
    replied
    Originally posted by Iolanthe
    ...When I go to a shop, I can't sell ...

    What am I doing wrong? Or is it just that the shop owner doesn't like my face?
    ...
    "No Selling" is the standard option, and has been for the last few versions, so unless you changed that option during the birth process you can only "contribute" unidentified items to a shop so they are identified or empty wands or staves so they are recharged.

    Why "No Selling", you ask? It is highly popular and allows you to spend more time exploring and playing rather than hauling worthless junk out for the cash. As compensation, money drops are much more lucrative in the dungeon while the option is enabled. Try playing it for awhile and, if you are like most of us here, you will never switch back.

    Or, if you can't give unidentified ammo to, say the black market, possibly it is a bug having to do with the German keyboard workaround for the quiver key?

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  • Iolanthe
    replied
    Quiver and shop

    Hi all I'm new here, but since I seem to have run into a bug, I dare speak up without lurking. Please just hit me over the head if the bug is in my brain.

    When I go to a shop, I can't sell any ammunition. I usually hit "s", but when I hit "|", the selling menu is closed and I find myself staring stupidly at the shop owner. Hitting "s" and then moving by arrow through the sub-menus, I cycle from inventory to equipped and back, never going past the quiver.

    What am I doing wrong? Or is it just that the shop owner doesn't like my face?

    System: Windows, German localisation (thus "|" is "strg-alt-<"), Vanilla Angband 4.0.1

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  • Nick
    replied
    Originally posted by TricksterWolf
    The sound is totally screwed up in 4.0.1. It will take a sound effect that happens legitimately, then repeat the same sound effect every time a sound is called for. I don't know if it's the first effect after you enter a new hold or what the issue is exactly, but it's rather amusing to hit monsters and open doors and just hear "ding" or "awwww" or "pfft" over and over again. :V
    Originally posted by Ingwe Ingweron
    Not sure if I noticed this before, and it may even have been a problem during the beta stage, but didn't 3.5.1 have a sound for when the treasure level feeling kicked in? It seems like 4.0 remains silent. It would be nice to have a sound and even a "disturb" when the level feeling kicks in to interrupt running. As it stands now, I only make a decision once I notice the indicator has changed - which is often well after the feeling kicked in.
    I've had a look (well, listen) on Windows. I didn't get the repeated sound effect thing, but I was sometimes noticing lack of sound when I expected it, especially when fighting. Can people keep an ear out for sound weirdness, so I can try to work out what's going on? There is a ticket on trac for it if you have something that you think will help (or just mentioning here is fine too).

    Leave a comment:


  • PowerWyrm
    replied
    Removing an equipped item doesn't decrease the equipment counter (equip_cnt), so when nothing is equipped, an empty list is displayed instead of the "You are not wielding or wearing anything." message.

    Also removing an equipped item doesn't automatically refresh the equipment subwindow.

    Leave a comment:


  • Qyx
    replied
    The recharge backfires! You have a wand of n-1 charges...

    Okay, just noticed this, so I haven't actually repeated it yet, but I'll pay attention when I'm recharging and see... used lesser recharging on a stack of two wands of drain life, and got the message:

    The recharge backfires!
    There is a bright flash of light.
    You have a Wand of Drain Life (3 charges) (r).

    But then I look in my inventory, and the wand of drain life only has 2 charges.

    Okay, just tried again with another stack of wands, and yeah, it reports a different number (4 wands with 25 charges) that shows up as 4 wands with 20 charges in inventory.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Not sure if I noticed this before, and it may even have been a problem during the beta stage, but didn't 3.5.1 have a sound for when the treasure level feeling kicked in? It seems like 4.0 remains silent. It would be nice to have a sound and even a "disturb" when the level feeling kicks in to interrupt running. As it stands now, I only make a decision once I notice the indicator has changed - which is often well after the feeling kicked in.

    Leave a comment:


  • TricksterWolf
    replied
    Originally posted by PowerWyrm
    This was changed in 4.0 to fix a problem with teleport other but then reverted again. I don't think this can be fixed because both ways contradict each other. Either you want to target a square or a monster. Note that the reverted behavior WILL kill your character at least once (happened to me) before you finally find out that the monster you wanted to teleport away didn't get chosen because "use old target" picked up the last square you targeted instead of asking again for a target.
    Is there a chance "expand the power of the look command" option from Z could be added or implemented as default? I notice in V that directional keys don't always hop to features outside the viewport (like, if there's a door too far away, you can't navigate to it with look-hopping). Sometimes they will, sometimes they won't; not sure why yet.

    Leave a comment:


  • TricksterWolf
    replied
    Originally posted by Nick
    Oops. Which OS?
    Windows.

    If I were heavy in dev I'd fix it myself. It's still slightly back-burner at the moment.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Indeed. My point is that it seems (fairly) reasonable to expect that if the player has targeted a square - regardless of why - that square will remain targeted until they cancel it. So then if you have use_old_target set, it will automatically fire at the grid. This seems to me a more logical outcome than silently targeting a monster when a grid has been picked.
    I agree. If player uses "o", or "p", in targeting mode to purposefully target a location rater than a monster, then it should be incumbent on the player to cancel that location. Having the game decide on its own to change to monster targeting mode is just aggravating.

    Leave a comment:


  • Nick
    replied
    Indeed. My point is that it seems (fairly) reasonable to expect that if the player has targeted a square - regardless of why - that square will remain targeted until they cancel it. So then if you have use_old_target set, it will automatically fire at the grid. This seems to me a more logical outcome than silently targeting a monster when a grid has been picked.

    Leave a comment:


  • wobbly
    replied
    Also for targeting with detect monster. Your target monster disappears but you'll usually want to target the same line.

    Leave a comment:

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