Preparation for 4.1 release

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    #16
    Cast "Elemental Brand" on a stack of good magic arrows, and get the message, "The Arrows are surrounded with an aura of Venom." However, they then get the "??" tag. Shouldn't it either not tell the player what aura the arrows glowed with, or, let the Poison Brand rune be learned as a result of the casting?
    “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

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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #17
      Originally posted by Ingwe Ingweron
      Cast "Elemental Brand" on a stack of good magic arrows, and get the message, "The Arrows are surrounded with an aura of Venom." However, they then get the "??" tag. Shouldn't it either not tell the player what aura the arrows glowed with, or, let the Poison Brand rune be learned as a result of the casting?
      What'd be really cool would be if learning certain spells also taught you the corresponding runes. So e.g. when you learn Resist Heat and Cold, you automatically learn rFire and rCold, and Elemental Brand would teach you all of the various elemental branding runes. It'd give a neat aspect of internal consistency to the magic in the game.

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      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        #18
        Originally posted by Derakon
        What'd be really cool would be if learning certain spells also taught you the corresponding runes. So e.g. when you learn Resist Heat and Cold, you automatically learn rFire and rCold, and Elemental Brand would teach you all of the various elemental branding runes. It'd give a neat aspect of internal consistency to the magic in the game.
        I like that idea!
        “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

          #19
          Are others still noticing some pathing issues?

          Pathing still seems off to me, but unclear exactly what the problem is. E.g., @ went to DL 100 and immediately saw Morgoth after quaffing an Enlightenment potion. Rather than TO Morgie, @ teleported self to the other side of the dungeon, where there was a vault. Hoping for good loot before Morgie arrived, @ entered the vault. Imagine the surprise when, after spending inordinate amounts of time clearing the vault, Morgoth had still not shown up. He's still somewhere on the other side of the dungeon. True, the @ had "heroic" stealth, but even with that I would have thought it wouldn't buy that much time. I've also noticed other pathing problems that remain a little unclear.
          “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

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #20
            Originally posted by Ingwe Ingweron
            Are others still noticing some pathing issues?

            Pathing still seems off to me, but unclear exactly what the problem is. E.g., @ went to DL 100 and immediately saw Morgoth after quaffing an Enlightenment potion. Rather than TO Morgie, @ teleported self to the other side of the dungeon, where there was a vault. Hoping for good loot before Morgie arrived, @ entered the vault. Imagine the surprise when, after spending inordinate amounts of time clearing the vault, Morgoth had still not shown up. He's still somewhere on the other side of the dungeon. True, the @ had "heroic" stealth, but even with that I would have thought it wouldn't buy that much time. I've also noticed other pathing problems that remain a little unclear.
            Morgoth should be always awake and able to track the player from any distance. The only way to get him hung up ought to be by snagging him in a cul-de-sac made out of permanent rock...and I thought that the recent pathing changes were intended to fix such issues as well?

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              #21
              Not a recent issue, but is there something buggy with Ulwarth and Ulfast's drops? They never seem to drop anything when you kill them, and are also the only two monsters on the list to have the flag combination "DROP_60 | DROP_GOOD | ONLY_ITEM". (I'm not really familiar with the exact meaning of all the drop flags, but should they have the DROP_1 flag, maybe?)

              Also, while we're on the subject of long-standing issues that aren't specific to 4.1, I think I've raised this before, but can we please change the Quit confirmation prompt to something else? "Do you really want to commit suicide?" is a really creepy message to have the game flashing at you unexpectedly any time you accidentally toggle caps lock and hit Q instead of quaffing. Even "Do you really want to suicide this character?" would be a big improvement.

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #22
                Originally posted by Nomad
                Also, while we're on the subject of long-standing issues that aren't specific to 4.1, I think I've raised this before, but can we please change the Quit confirmation prompt to something else? "Do you really want to commit suicide?" is a really creepy message to have the game flashing at you unexpectedly any time you accidentally toggle caps lock and hit Q instead of quaffing. Even "Do you really want to suicide this character?" would be a big improvement.
                Thanks, I've changed this now.
                takkaria whispers something about options. -more-

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #23
                  Originally posted by Nomad
                  Not a recent issue, but is there something buggy with Ulwarth and Ulfast's drops? They never seem to drop anything when you kill them, and are also the only two monsters on the list to have the flag combination "DROP_60 | DROP_GOOD | ONLY_ITEM". (I'm not really familiar with the exact meaning of all the drop flags, but should they have the DROP_1 flag, maybe?)
                  DROP_60 should mean that they have a 60% chance to drop something, and a 40% chance to drop nothing. So it's possible that it's working as intended and you've just had bad luck. It's also of course possible that there's a bug.

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 958

                    #24
                    Originally posted by Derakon
                    DROP_60 should mean that they have a 60% chance to drop something, and a 40% chance to drop nothing. So it's possible that it's working as intended and you've just had bad luck. It's also of course possible that there's a bug.
                    Huh, going through the file, I guess maybe it's just glaring when they fail to drop anything because it looks like they're the only two uniques in the game that don't give a guaranteed drop? (Aside from a tiny handful where it's thematic to drop nothing like Fang/Grip and the elementals.) So they're probably only dropping nothing 40% of the time as per the flags, but it stands out a lot when it happens because other uniques never do that.

                    Comment

                    • Ingwe Ingweron
                      Veteran
                      • Jan 2009
                      • 2129

                      #25
                      Somewhere along the way in the latest few batch of nightlies, the "drain charges" mechanic in monster lore got changed. Now, even though @ has no wands or staves to drain, looking at Feagwath the lore says touch to drain charges in red. Previously, if the @ had no wands or staves to drain, the lore would show the information "drain charges" in green.
                      “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

                      • wobbly
                        Prophet
                        • May 2012
                        • 2631

                        #26
                        From Angband 4.0.3-748-g2e2a52b-dirty on Gwarl's server. I've got an un-ided cursed lantern. Casting remove curse & selecting it does nothing (it doesn't take my sps)

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #27
                          Originally posted by wobbly
                          From Angband 4.0.3-748-g2e2a52b-dirty on Gwarl's server. I've got an un-ided cursed lantern. Casting remove curse & selecting it does nothing (it doesn't take my sps)
                          Yeah, the remove curse process has a couple of bugs in it.

                          Please keep reporting things here, everyone, I will get to them eventually.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • old_school
                            Scout
                            • Nov 2010
                            • 26

                            #28
                            Drop / Sell bug when standing on store door

                            In version 4.0.5

                            I've noticed something odd while standing on the door to a store (after escaping out of the store).

                            If you drop something while inspecting it, you actually sell it to the store (assuming the store will buy it in the first place)

                            However, if you drop something via the drop command, it drops on a tile outside of the door...

                            Is this by design? It seems odd... I would think if you aren't IN the store, you couldn't sell to the store.

                            bja

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #29
                              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.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • kandrc
                                Swordsman
                                • Dec 2007
                                • 299

                                #30
                                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.

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