4.1 feature branches

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  • spara
    replied
    Two misbehaves with SDL port on Linux.

    1. Inconsistent behavior with monster list and object list

    * When I see one monster and it's killed, the monster list updates immediately after the kill.
    * When I see an object and pick it up, the object list updates after next action.

    The object list should update immediately like the monster list does.

    2. No monster on monster list after running, save file attached.

    * If I normally walk into a room, the monster list updates as I step in.
    * If I run to the room and step in, the monster list is not updated as I step in.

    To test with the save file, have the monster list in a sub term. Run to the room and take one step. The mushroom patch is not in the list. Walk to corridor and step into the room and the mushroom patch is in the list

    run_no_monster.zip

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Also the latest build says "angband-4.0.3-138-g4f1cac1". It should probably be something > 4.0.4.
    This is because the 4.0 release branch diverged from master just after 4.0.3 - when extra ignore categories were introduced for missile launchers and DSMs.

    I should catch up with some of the bugs in this thread on the weekend, with luck.

    Leave a comment:


  • nikheizen
    replied
    Getting the same problem with ego knowledge as with artifact knowledge.

    Crash on using the item recall:
    assertion "obj->known" failed: file "obj-identify.c", line 547, function: object_know_all_but_flavor

    Leave a comment:


  • PowerWyrm
    replied
    Also the latest build says "angband-4.0.3-138-g4f1cac1". It should probably be something > 4.0.4.

    Leave a comment:


  • PowerWyrm
    replied
    New player knowledge doesn't take traps into consideration, probably because nothing can interact with traps outside of the player. However, since now glyphs are also considered as traps, any monster breaking a glyph outside of the player's view will remove the glyph from player knowledge.

    Leave a comment:


  • nikheizen
    replied
    Originally posted by Nick
    Right, thanks. If you get a savefile where this is repeatable, I'd like to see it.
    Found a level with a large vault and remembered to back up my save in case of the crash.

    The crash seems to happen after spending many turns on a level with lots of items present. It has always happened on levels with Greater Vaults or several large vaults. Here's my save.
    Attached Files

    Leave a comment:


  • PowerWyrm
    replied
    Stuff that activate for breathing now say "fires a ball of radius 20/30". It should probably say "allows you to breathe" and simply ditch the radius part.

    Leave a comment:


  • Werbaer
    replied
    Originally posted by nikheizen
    The (nothing) was actually a monster!
    No mimics on the level though. Happens while I'm doing unrelated things like stone-to-mud around the greater vault.
    Happens in 4.0.x, too.
    I assume a monster in the vault with the KILL_BODY flag trampled a mimic.

    Leave a comment:


  • nikheizen
    replied
    While exploring this level I get the message occasionally:
    The (nothing) was actually a monster!
    No mimics on the level though. Happens while I'm doing unrelated things like stone-to-mud around the greater vault.
    Attached Files

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by spara
    Ah. Makes sense. Requires some knowledge about different in-game levels of quality (bad, average, good (magic?), excellent (ego?), splendid) and game mechanics (splendid is always recognized when worn?) though.

    I have to confess, I'm a little confused with different names for same things. Or are they same? In inventory {magical} means good, and {ego} means excellent, {special} is artifact. And was there {splendid}, can't remember .

    I still find that {ego} description a bit strange although I kind of know what it is. Is it an abbreviation or something?
    I think ego means that this item has ego

    Splendid is indeed something that you know immediately when wielded/worn. Things with PVAL and branded weapons basically. This leaves out couple of very useful items, like serenity crowns (only protections, no pval) and cloaks of protection (always contains shard resist, but again, no pval).

    Leave a comment:


  • spara
    replied
    Originally posted by Werbaer
    Not a bug. That's how it works in 4.0.x, too.

    You have worn the item, and know that it isn't splendid (you would have noticed that when equipping). So it can be bad, average, magic, or ego. Without telling you the type, it offers to ignore everything up to ego, since this item *could be* ego, and you want to ignore it.

    Start a level 1 mage, and try to ignore the first armour item you find after wearing it. It will give you the same prompt, although the item will most likely be average.
    Ah. Makes sense. Requires some knowledge about different in-game levels of quality (bad, average, good (magic?), excellent (ego?), splendid) and game mechanics (splendid is always recognized when worn?) though.

    I have to confess, I'm a little confused with different names for same things. Or are they same? In inventory {magical} means good, and {ego} means excellent, {special} is artifact. And was there {splendid}, can't remember .

    I still find that {ego} description a bit strange although I kind of know what it is. Is it an abbreviation or something?

    Leave a comment:


  • Werbaer
    replied
    Originally posted by spara
    One more. And this is a bug I think.

    I picked up a Set of Leather Gloves and wore them briefly. So briefly that they did not get identified. I dropped them and now they are called Set of Leather Gloves [1] {worn}. Since I don't like them, I want to ignore them. I stand on top of them and hit 'k', select floor and Set of Leather Gloves. I'm given these choices:
    a) This item only
    b) All excellent but not splendid Handgear
    Not a bug. That's how it works in 4.0.x, too.

    You have worn the item, and know that it isn't splendid (you would have noticed that when equipping). So it can be bad, average, magic, or ego. Without telling you the type, it offers to ignore everything up to ego, since this item *could be* ego, and you want to ignore it.

    Start a level 1 mage, and try to ignore the first armour item you find after wearing it. It will give you the same prompt, although the item will most likely be average.

    Leave a comment:


  • Nick
    replied
    Originally posted by spara
    Just compiled this, rolled an elf ranger and descended a few levels. Don't know if it's a feature, but casting Detect Traps, Doors & Stairs detected a chest. I don't think I've seen that before.
    Yes, this is a totally intentional feature which I 100% planned.

    It is absolutely not because I was too lazy to deal with managing a trap on an unknown object, and didn't care because traps are about to be overhauled anyway.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by spara
    Just compiled this, rolled an elf ranger and descended a few levels. Don't know if it's a feature, but casting Detect Traps, Doors & Stairs detected a chest. I don't think I've seen that before.
    Feature. I'm currently reviewing the changes made for 4.1, and I saw that along the way.

    Leave a comment:


  • spara
    replied
    Originally posted by Timo Pietilä
    Currently they are boringly...
    I agree with that.

    One more. And this is a bug I think.

    I picked up a Set of Leather Gloves and wore them briefly. So briefly that they did not get identified. I dropped them and now they are called Set of Leather Gloves [1] {worn}. Since I don't like them, I want to ignore them. I stand on top of them and hit 'k', select floor and Set of Leather Gloves. I'm given these choices:
    a) This item only
    b) All excellent but not splendid Handgear
    Here's a save file of the character standing on top the handgear: headgear.zip

    Leave a comment:

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