Bugs and complaints on current master

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  • Grotug
    Veteran
    • Nov 2013
    • 1637

    #46
    In version 4.0.5 sometimes when I quaff stat potions nothing happens, as in it has no effect. Just now my DEX was 18/80 and I quaffed a DEX potion and it stayed at 18/80 and I am still 2 DEX away from my next blows increase.

    EDIT I'm at DEX! not DEX: Didn't realize I maxed out at 18/80. Oh well.

    Also, sometimes when uniques (or maybe it's not just uniques) summon monsters the monsters don't seem to be awake. This ends up helping me and hindering the unique. Seems a bit buggy.Like, maybe the summons are awake, but until they see me they won't do pursue me and stay put blocking the summoner.

    Amazing. Drop a bunch of stuff to go take on Itagast. Confront a nexus vortex; okay, what are the odds; I haven't seen one of these in ages. Should I put on my boots of stabilty? Nah, this thing has low hitpoints, I'll just zap it with a mithril arrow. Arrow doesn't kill it (thought for sure it had low hitpoints?) v breathes nexus, You rise up through the ceiling. This is the 3rd nexus I've faced. The first one I killed and the second one rose me up through the ceiling. And now the third rose me up through the ceiling. Grrrr.
    Last edited by Grotug; November 16, 2016, 03:22.
    Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

    Detailed account of my Ironman win here.

    "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #47
      Originally posted by Grotug
      In version 4.0.5 sometimes when I quaff stat potions nothing happens, as in it has no effect. Just now my DEX was 18/80 and I quaffed a DEX potion and it stayed at 18/80 and I am still 2 DEX away from my next blows increase.
      Is that your internal stat at 18/80, or your displayed stat taking into account race/class/equipment modifiers? If the sidebar ingame says "DEX! 18/80" (not the exclamation point) then you've maxed your DEX out and more stat potions won't do anything. If it says "DEX: 18/80" then something else is going on.

      Comment

      • Grotug
        Veteran
        • Nov 2013
        • 1637

        #48
        Originally posted by Derakon
        Is that your internal stat at 18/80, or your displayed stat taking into account race/class/equipment modifiers? If the sidebar ingame says "DEX! 18/80" (not the exclamation point) then you've maxed your DEX out and more stat potions won't do anything. If it says "DEX: 18/80" then something else is going on.
        Yes, I just realized after finding a ?descent and reading it, and immediately finding a !Augment that my dex was !. I shoulda noticed! my bad.
        Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

        Detailed account of my Ironman win here.

        "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9634

          #49
          Originally posted by PowerWyrm
          Breaking up parse_standarts() introduced some regressions:

          - count_weapon_abilities() + count_bow_abilities(): min_to_h/min_to_d were using MINIMISE in randcalc, now using MAXIMIZE (looking at the old code, MINIMIZE was used when the mean_xxx_startval was substracted and MAXIMIZE was used if that was not the case)

          - count_bow_abilities(): min_to_a/bonus values for AC are wrong (min_to_a should simply be the randcalc, and bonus should do the art->to_a - min_to_a - mean_ac_startval)

          - splitting AC bonus values into the count_xxx functions removed the case where the AC is on the weapon (only supercharged AC is counted in count_weapon_abilities), IMO the whole AC part should be left as it was before, but in a separate function count_ac() or such

          - check for tunnelling ability should probably be with the other modifiers in count_modifiers() instead of count_nonweapon_abilities()
          Thanks for these. I actually think the AC is the opposite of what you said - the regular AC on weapons is being counted as before, but the supercharged no longer is. I think in fact before non-supercharged AC on weapons was being counted twice - once for melee and once for general. Also tunneling is split into two, melee and general, which is why it isn't in with the other modifiers.

          I've made your first two changes, added the supercharged AC on weapons again (instead of the regular one if appropriate) and left tunneling alone - I think the changes now can be regarded as bugfixes to the original code
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            #50
            Originally posted by Azuria
            On the previous notes of object stacking, objects will only stack on the tile they are dropped on, and therefore, if there are already items on all available nearby places, and they are dropped on a staircase or doorway, those objects will be destroyed instead of being moved to a nearby tile. Also, unless this has been fixed in the last two weeks, this same thing will cause objects to be dropped inside walls if there are no empty tiles nearby.
            Thank you, this has enabled me to track down the problem - when searching for nearby grids, it was assuming the stack size 1 option was on

            New version is now up, with disappearing object bug and monster memory bug fixed, as well as PowerWyrm's latest randart fixes. Note that the earlier ones - chance for things to raise indefinitely, etc - I have not fixed because there are going to be more changes which affect balance anyway. These changes will probably happen after curses are refined a bit, and will include an attempt at a sensible way of handling the new curses. I will also probably a removal of a bunch of tweaks on the grounds that bigger changes will have rendered them obsolete - I'm sure new tweaks will emerge when the code settles down again.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #51
              Getting "You spin around" instead of digging while wearing a ring of digging that should take 16 turns to tunnel granite.

              Comment

              • Grotug
                Veteran
                • Nov 2013
                • 1637

                #52
                When I Rest for 1 turn, sometimes no time goes by; I'll do it like 5 times and the monster will not approach closer. Then I'll Rest 2 turns and suddenly it is on top of me. Sometimes Resting 1 turn works fine, but often it doesn't seem to do anything at all.
                Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                Detailed account of my Ironman win here.

                "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                Comment

                • Ingwe Ingweron
                  Veteran
                  • Jan 2009
                  • 2129

                  #53
                  Is there someplace to see what has changed in each new version of the nightlies? Just wondering from one iteration to the next what was changed and whether or what previously reported bugs might have been squashed. It doesn't matter much, though, since I play test it anyway.
                  “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

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #54
                    Latest nightly has a change to file handling? Previously, I could double-click a savefile and it would open Angband. The latest nightly requires me to open Angband then open the savefile from Angband. I used to only have to do this to create a new savefile.
                    “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

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #55
                      Originally posted by Ingwe Ingweron
                      Is there someplace to see what has changed in each new version of the nightlies? Just wondering from one iteration to the next what was changed and whether or what previously reported bugs might have been squashed. It doesn't matter much, though, since I play test it anyway.
                      Usually here: https://github.com/angband/angband
                      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

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        #56
                        Originally posted by Grotug
                        When I Rest for 1 turn, sometimes no time goes by; I'll do it like 5 times and the monster will not approach closer. Then I'll Rest 2 turns and suddenly it is on top of me. Sometimes Resting 1 turn works fine, but often it doesn't seem to do anything at all.
                        IIRC resting has been changed somewhere along the 4.0 route, so that the first five turns do nothing. You need to rest more than 5 turns now to get actual rest.
                        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

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          #57
                          I know that the monster.txt copy to lore.txt isn't fixed yet, but player knowledge appears to have update problems as well.

                          Player knowledge remains screwed up. Hitting a monster with Dethanc and the message is "You hit...", not "shock", so clearly the monster is resistant to electricity, but the monster recall fails to update to show that the monster has such resistance.
                          “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
                            • 9634

                            #58
                            Originally posted by Ingwe Ingweron
                            I know that the monster.txt copy to lore.txt isn't fixed yet
                            Actually, that is fixed - that's what I meant by "monster memory bug".

                            Originally posted by Ingwe Ingweron
                            Player knowledge remains screwed up. Hitting a monster with Dethanc and the message is "You hit...", not "shock", so clearly the monster is resistant to electricity, but the monster recall fails to update to show that the monster has such resistance.
                            OK - I'll look for that, and I have a fairly good idea where to find it.

                            As for the file handling, that's on a Mac, right? It's just possible there's some weirdness starting to happen because one of our autobuilders uses Mountain Lion (IIRC), and one uses Sierra.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9634

                              #59
                              Originally posted by Ingwe Ingweron
                              Latest nightly has a change to file handling? Previously, I could double-click a savefile and it would open Angband. The latest nightly requires me to open Angband then open the savefile from Angband. I used to only have to do this to create a new savefile.
                              I have just tested this, and double-clicking with the latest build works for me. There certainly wasn't an intentional change to save file handling, and the Mac port itself hasn't actually changed at all for ages.
                              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

                                #60
                                Get the message that @ has slowed down, but the displayed speed on both the main screen and the character information screen continue to show the elevated speed until @ hits a monster, opens a door, or makes some other affirmative action other than movement. This is a bug just introduced in the latest iteration.
                                “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

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