Preparation for 4.1 release

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  • Pete Mack
    replied
    I noticed questionable path issues with Saruman in my current game, but the result was actually a better fight. He stood out in the middle of a room and cast spells.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Again, I am not aware of any bugs; please let me know if you find any.
    Nick, when you get the chance, and the inclination, it would be great if you can do a playthrough and see if you notice some of the niggling pathing issues that I think still exist.

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  • Nick
    replied
    Originally posted by Sky
    Aarent you looking for the "current master" thread?
    Actually, I meant for this thread to replace the current master thread

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  • Sky
    replied
    Aarent you looking for the "current master" thread?

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  • Saplaran
    replied
    And another monor bug:

    Code:
    You see a ring of feather falling {??}.
    You have learned the rune of feather falling. (after identifying)

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  • Saplaran
    replied
    Another (maybe minor) bug, the coordinates for monsters in the monster list are sometimes wrong. Example is attached where the wolf isn't at the coordinates of the monster list.
    Attached Files
    Last edited by Saplaran; June 19, 2017, 15:19.

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  • Sky
    replied
    Someone was talking spells, right? Aggravate, be it just "wake mobs" or "make mobs angry and not afraid" would be nice to have.
    Shock spells could be cone-shaped.
    Tele Self could be redesigned to be a high level spell. Tele Other should offer a save or be a Nexus attack.

    Reveal could be a short duration (10 rounds) ESP instead of just 1 round.
    Cure wounds should not cure statuses, or at least not fully; instead a new Sound Body and Sound Mind spell set could be added. Maybe temp pConf buff?

    Perhaps, since we'regoing crazy, warriors could have a mana pool for bookless abilities such as Regen, Berserk, pConf.

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  • Nick
    replied
    Yeah, I've stuffed prices in multiple ways, and will check object descriptions.

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  • Nomad
    replied
    Originally posted by Nick
    • Unknown consumables no longer sell for full price
    Just downloaded the latest nightly and it looks like this fix has affected buying prices as well. You can now buy any unseen flavour for minimum price, e.g. I just bought "a Wand of Stinking Cloud (14 charges) {unseen}" for 50 AU, sold it back for 453, and it's now on sale at the identified price of 680.

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  • Nomad
    replied
    Something slightly weird going on with the combat bonuses on this randart helm:

    Code:
    the Hard Leather Cap of Lenimar (+8) [2,+14] <+2, +4>
    Checking randart.txt confirms it has +8 to hit and +0 to dam, but for some reason only the to-hit value is being displayed.

    (I haven't downloaded the latest nightly yet, so this is still in c95fee7.)

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  • Thraalbee
    replied
    Thanks Nick! Your efforts are much appreciated

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  • Nick
    replied
    Latest builds on the nightlies page, changes are:
    • Monsters without fire immunity now take damage in lava
    • The spellbooks being indexed by numbers has been removed for now; should come back post 4.1.0
    • Jewellery having its flavor known but still having unknown runes no longer happens (it took me most of a day to work out what was happening here)
    • An unreported bug where flavors remained as in the previous game until the game had been saved and reloaded has been fixed
    • Unknown consumables no longer sell for full price


    In light of the previous post, I'm leaving the situation with the .angband directory as is for now. Again, I am not aware of any bugs; please let me know if you find any.

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  • kandrc
    replied
    Originally posted by kandrc
    If you delete (or otherwise don't have) your .angband directory and attempt to run the game, it exits with code 1 after printing "Cannot open 'randart.txt'". This is current top of tree, gc95fee7. I am configured --with-no-install, in case that makes a difference.
    This turns out to be more subtle than I'd originally realized. At this point, I forget my motivation, but about a week ago I deleted my .angband, leading to the issue described above. Copying lib/gamedata/artifacts.txt to ~/.angband/Angband/randart.txt gets past the issue described above, but fails with an attempt to load a non-existant randart. I didn't take the time to dig deeply enough to fully diagnose, but I ended up deleting everything under /usr/local/etc/angband and /usr/local/share/angband before I could successfully run the game. Recall that my binary was configured --with-no-install, so it should not have touched these files, but it did (too late now, but I should have gotten output from strace).

    So, it's not as bad as my earlier claim of "the game doesn't work if you've never run it before", but there is definitely an issue with --with-no-install configurations. Probably not high priority, but may be something that could spill over into default configurations.

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  • Nick
    replied
    Originally posted by kandrc
    The bug is that, if you don't have a .angband--i.e., you've never run the game before--the game attempts to open the randarts file. Of course it doesn't exist.
    Oh, right. Will look into that.

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  • kandrc
    replied
    The bug is that, if you don't have a .angband--i.e., you've never run the game before--the game attempts to open the randarts file. Of course it doesn't exist.

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