Preparation for 4.1 release

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Has anyone come across a Torch of Brightness in the nightlies? It's been about a month since I last saw one. Have they been discontinued?
    Wow, nice catch. There was a really subtle bug in ego generation that was preventing these being generated - and possibly other things too.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Has anyone come across a Torch of Brightness in the nightlies? It's been about a month since I last saw one. Have they been discontinued?

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nomad
    Doors don't auto-open when you walk into them any more in the latest nightly - you just get the "There is a door blocking your way." message.
    Looks like @ also walks directly into traps with no attempt to disarm them if you use the arrow keys. (But since I'm playing a warrior it took me a dozen levels of blithely setting off every single trap I came across before I even noticed. )

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  • Nick
    replied
    Originally posted by Nomad
    Doors don't auto-open when you walk into them any more in the latest nightly - you just get the "There is a door blocking your way." message.
    *Sigh*

    The logic for how to deal with doors and traps when you throw Unbarring Ways into the mix is getting really complicated. I will have another go.

    Originally posted by Nomad
    The selling bug where shopkeepers always give you the correct money for unidentified items yet react as if they'd ripped you off and got a bargain is still in effect.
    OK, thanks, I'll look into that one.

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  • Nomad
    replied
    Doors don't auto-open when you walk into them any more in the latest nightly - you just get the "There is a door blocking your way." message.

    The selling bug where shopkeepers always give you the correct money for unidentified items yet react as if they'd ripped you off and got a bargain is still in effect.

    Leave a comment:


  • Nick
    replied
    New builds are up on the nightlies page, changes are:
    • Grids between the player and seen monsters are now checked, and los-blocking grids are set to unknown (to stop this sort of nonsense)
    • Problems with disabled traps and Unbarring Ways have been fixed
    • Curses involving elemental properties or modifiers (slowness, burning up are examples) now identify properly
    • New rare level generation algorithms have been disabled for now, as I think they're responsible for level generation bugs


    I do not currently know of any outstanding bugs; please report any that you find. I still have some stuff to do pre-release, but I think we're nearly there.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Ingwe's "roll beneath your feet" bug is fixed (at least, I believe it is - please report if not).
    Confirmed fixed.

    Leave a comment:


  • kandrc
    replied
    I had this happen once as well.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Let me know if I've missed anything or anything new turns up.
    It did it again. This time after a deep descent. When I "look" at the square @ is on, it says, "You are on a granite wall".

    But, at least it only appears to happen on this special level/room type, so the problem is likely located there, somewhere.

    Click image for larger version

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  • Nick
    replied
    Originally posted by Nomad
    I've been poking at vault.txt with a view to designing some new lesser vaults and converting some of the room template layouts to "interesting rooms" instead, and a couple of the current vault ratings seem like they might be off:

    * The Pac-Man vault only has a rating of 5 - should that actually be 15, in line with other medium vaults?
    * The new "Baba Yaga's Rookery -ES-" lesser vault and "Volcanic Area - DRL" medium vault both have a rating of 0, which doesn't seem right.

    Also, any objection to me shunting some of the more basic "interesting room" designs over to room_template.txt instead? A number of them are just unusual shaped rooms with no terrain or set monsters/treasures or anything, so there's a bit of a blurry dividing line regarding what goes in which file at the moment.
    By all means play around with them; we can decide then whether to put changes straight in or wait until after 4.1.0 comes out.

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  • Nomad
    replied
    I've been poking at vault.txt with a view to designing some new lesser vaults and converting some of the room template layouts to "interesting rooms" instead, and a couple of the current vault ratings seem like they might be off:

    * The Pac-Man vault only has a rating of 5 - should that actually be 15, in line with other medium vaults?
    * The new "Baba Yaga's Rookery -ES-" lesser vault and "Volcanic Area - DRL" medium vault both have a rating of 0, which doesn't seem right.

    Also, any objection to me shunting some of the more basic "interesting room" designs over to room_template.txt instead? A number of them are just unusual shaped rooms with no terrain or set monsters/treasures or anything, so there's a bit of a blurry dividing line regarding what goes in which file at the moment.

    Leave a comment:


  • Nick
    replied
    New builds up on the nightlies page, changes are:
    • Trap detection status is now shown in the status line again
    • Nomad's torch bug is fixed
    • Ingwe's "roll beneath your feet" bug is fixed (at least, I believe it is - please report if not)


    4 bugs left on the tracker (1 of which I can't confirm), plus there's still the crash that kandrc reported upthread.

    Let me know if I've missed anything or anything new turns up.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    Okay, here's a savefile taken just after one of the buggy torches has gone out. The character still has the Wooden Torch (0 turns) equipped, and if you check back in the message history you'll see the "Your Wooden Torch has recharged" notification about half a dozen messages back.
    OK, found and fixed in development now. The problem was related to making sure all randart Phials etc had the same activation; some careless coding on my part gave rise to this bug in any randart game where there was an artifact torch (or lantern, in fact) with an activation.

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  • Nick
    replied
    Originally posted by Nomad
    Okay, here's a savefile taken just after one of the buggy torches has gone out. The character still has the Wooden Torch (0 turns) equipped, and if you check back in the message history you'll see the "Your Wooden Torch has recharged" notification about half a dozen messages back.
    Thanks, that's very helpful. The immediate cause is as I expected, I just have to work out how it is possible

    Leave a comment:


  • Derakon
    replied
    Originally posted by Pete Mack
    @Derakon--
    That's not the reason. It's because it's so easy to kill hounds 1 on 1. Killing a dozen of them when only one can hit you (and at most two can breathe) is trivial. Killing them in a room is hard (except in a moat or checkerboard.)
    Er, isn't that what I said?

    Leave a comment:

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