I don't know if it's a side effect of the changes to searching for the new trap system, but I'm seeing weapons and armour in nearby squares sometimes get auto-squelched without me needing to stand directly on top of them. (Not sure I'd count this as a bug even if unintentional, it seems kinda neat and quite reasonable, actually.)
Incidentally, after playtesting the latest nightly for a bit the way traps work now seems fairly well-balanced to me. I do feel like it's an improvement that I now occasionally trigger completely unanticipated teleport traps or trapdoors, which is a risk that was missing from the previous system, and it doesn't really seem like I'm falling into unseen traps enough for it to be annoying/frustrating. (Though I've been playing warriors, so more fragile classes may have a different perspective.)
I feel like the bonuses on Rings of Searching could maybe stand to be beefed up a bit, though. The Amulets of Searching I've found have given as much as +6 to searching, which is worth considering (especially since it's a less contested equipment slot anyway), but I've never found a ring with a bonus higher than +1 before the point where I just start squelching them because I've already got some more useful rings.
The problem was in creating Morgoth's drop, and I don't really understand why. I made a debug character and couldn't repeat it with current master, so with luck one of the subsequent changes has fixed it; in any case, I will keep this in mind for if anyone else sees a similar problem.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
I have "start knowing all runes" turned on, and was confused to aim a wand and then have it only turn into "Tungten wand (tried)".
But then I tried to use a ?ID on it and my scroll said "you have nothing to identify"
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
I am seeing secret doors appear and doors open/close when they are out of LOS.
I waited for a third occurrence before reporting in case I was imagining things.
Since 97544cf, "detect doors" has been changed to "detect secret doors". However, the secret door is never changed into a door (I checked with my code, a call to "place_closed_door" is missing in current master).
I have "start knowing all runes" turned on, and was confused to aim a wand and then have it only turn into "Tungten wand (tried)".
But then I tried to use a ?ID on it and my scroll said "you have nothing to identify"
Wands use effects, not runes. To ID an effect, you have to ID-by-use it. In case that wand has a "target" effect (like sleep monster), you need to target a monster to discover the effect.
Looks like monster_flag_table[] (mon-util.c) misses {RF_MAX, 0, NULL} at the end? That causes buffer overrun in mon-util.c:83 ("rf->index < RF_MAX", but there is no such index).
I'm getting some odd behavior...playing with randarts on the second march 19 nightly and when starting up a savefile, my artifact knowledge is empty (though) I still have the randart equipped. Has anyone else noticed this?
I've attached a savefile that I have debug on to create artifacts. In a normal game, I noticed this because a repeat randart was generated!
After implementing some randart changes in PWMAngband, I ended up with weightless randart lights and jewelry. I started the latest Angband build, generated all artifacts from debug mode, and also ended up with weightless randart light sources (jewelry is fine).
This is because now all randarts take their base properties from their chosen kind... and all INSTA_ARTs have no weight defined in write_dummy_object_record(). No idea why this works for rings and amulets, probably their weight is hardcoded somewhere...
After implementing some randart changes in PWMAngband, I ended up with weightless randart lights and jewelry. I started the latest Angband build, generated all artifacts from debug mode, and also ended up with weightless randart light sources (jewelry is fine).
This is because now all randarts take their base properties from their chosen kind... and all INSTA_ARTs have no weight defined in write_dummy_object_record(). No idea why this works for rings and amulets, probably their weight is hardcoded somewhere...
Looking more closely at the problem, there seems that another INSTA_ART field is missing in write_dummy_object_record(): kind->level. This field is used to enforce minimum object level in make_artifact_special(). And since it's currently zero, no check is made. So expect randart Rings of Firmament at 50'!
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