Preparation for 4.1 release

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Nick
    replied
    New build up on the nightlies page, only a few changes this time:
    • Fix repetition of slays (and potentially brands) sometimes, as in Deathwreaker's description having two different levels of slay undead
    • Fix an interesting room which was getting generated cut off from the dungeon
    • Make probing much better - let me know if it's too much better


    There are still 14 bugs on the tracker, plus some more in this thread. In particular, some fixes (and policy decisions) are needed for ID.

    Leave a comment:


  • wobbly
    replied
    Ok, build 4.0.3-748-g2e2a52b. If I cast rfire it doesn't id the fire rune. If I cast rfire while wearing a shield of rfire it does id the fire rune. Seems a bit weird.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    I think this is more or less covered by this bug; see also this post and subsequent discussion.
    Oops, sorry about that. I try not to duplicate bugs that are already in the bug list on the tracker.

    One that I haven't found on the list, but that still persists - still get the rolls underfoot message for things that have been ignored, whether items or money.

    Leave a comment:


  • Nick
    replied
    New builds up on the nightlies page, changes are:
    • Extra (+0, +0) in descriptions of artifact and ego armors has been removed
    • Prices have been adjusted; lights and diggers are now back to 4.0.x prices - low AC items are still quite a bit cheaper, but I'm inclined to think that's OK
    • Randart torches and lanterns should no longer be labelled (charging)
    • Game can make html dumps without crashing


    I also spent quite a long time looking for the assertion fail crash on level generation with no success; any more info on that will be most welcome.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Should innate characteristics provide automatic knowledge of an associated rune? E.g., kobold has rPoison, or hobbit has Hold Life, innately. But their only way to learn the associated rune is to use a ? Identify. That doesn't seem right.
    I think this is more or less covered by this bug; see also this post and subsequent discussion.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Should innate characteristics provide automatic knowledge of an associated rune? E.g., kobold has rPoison, or hobbit has Hold Life, innately. But their only way to learn the associated rune is to use a ? Identify. That doesn't seem right.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    Quick price comparison of some items in the latest nightly vs 4.0.4 price
    Thanks, that is super helpful.

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nick
    I have a possible bug filed for store prices being too low. There was a bug in object property calculations which would have been affecting prices. Are people seeing problems with prices?
    Lights, diggers and armour are all significantly cheaper than in 4.0.4. Prices for weapons, jewellery and non-equippable items don't seem to have changed.

    Quick price comparison of some items in the latest nightly vs 4.0.4 price:

    Code:
    Wooden Torch:              1 vs 6
    Cloak:                     1 vs 6
    Shovel:                   24 vs 66
    Pick:                     50 vs 176
    
    Soft Leather Armour:      50 vs 84
    Studded Leather Armour:  104 vs 150
    Leather Scale Mail:      456 vs 546
    Wicker Shield:             1 vs 14
    Leather Shield:           36 vs 66
    Hard Leather Cap:          6 vs 14
    Metal Cap:                 6 vs 26
    Leather Sandals:           1 vs 6
    Iron Shod Boots:          50 vs 84
    
    Black Market Lantern:     72 vs 1638
    On the other hand, some pricing issues do seem to have been improved - (Everburning) Lanterns were selling for the same price as standard lanterns in the BM (72 AU) before but have now jumped up to 312 (still way too low, obviously), and I feel like gloves/boots of Free Action may have jumped in price too.

    Leave a comment:


  • Gwarl
    replied
    As far as selling goes, every nightly I've played with selling on, I've been able to sell items for 2/3rds of the buying price - whether unID'd or not. Can't say I've noticed anything unusual about buying - just selling.

    Leave a comment:


  • Nick
    replied
    I have a possible bug filed for store prices being too low. There was a bug in object property calculations which would have been affecting prices. Are people seeing problems with prices?

    (Gwarl - randart torches are expected now).

    Leave a comment:


  • Gwarl
    replied
    Unsure if this is a bug but I just found a randart torch..

    Leave a comment:


  • Nick
    replied
    Originally posted by kandrc
    There also still exists a somewhat rare crash when generating levels. I don't know if it's been reported. I've seen it twice, but while not executing in the debugger. I'll try to stair-scum to reproduce for a stack trace...
    Yeah, there's a level generation crash - I believe on attempting to generate labyrinth levels - which usually generates an assertion fail on a grid being in bounds. I'll make a thorough attempt to track it down at some stage soon.

    Thanks for the -w info too - I'll check that.

    Leave a comment:


  • kandrc
    replied
    There also still exists a somewhat rare crash when generating levels. I don't know if it's been reported. I've seen it twice, but while not executing in the debugger. I'll try to stair-scum to reproduce for a stack trace...

    Leave a comment:


  • kandrc
    replied
    After attempting to resurrect a dead character using the -w switch, the character is resurrected naked. All equipment and inventory is lost. Shopkeepers are not loaded correctly, so the game crashes when @ enters a shop. Game also crashes when attempting to use the stairs.

    Leave a comment:


  • Nick
    replied
    New builds are up on the nightlies page, with the following changes:
    • OoD no longer destroys cursed items
    • Rings of Searching are slightly better (PowerWyrm's suggestion)
    • Permanence of curses is explained in object info
    • Remove curse menu no longer reveals unknown curses
    • Objects are only marked {cursed} if the player knows of one of their curses
    • The player resistance grid shows properties from curses


    You can probably detect a theme here - I think curses now work as intended. Please report any problems with curses, or anything else.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎