Preparation for 4.1 release

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  • Nomad
    Knight
    • Sep 2010
    • 958

    On the "ridiculously trivial" front: there's an extra space in the gravestone/hall of fame message when you die by falling in a spiked pit:

    Code:
    Killed by a  spiked pit on dungeon level 2

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      Originally posted by Saplaran
      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.
      Nice catch, fixed now in development.

      Originally posted by Saplaran
      And another monor bug:

      Code:
      You see a ring of feather falling {??}.
      You have learned the rune of feather falling. (after identifying)
      This is a bug which I believe was fixed in the most recent build - which one was this in?
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        New builds on the nightlies page with (probably) all current bugs fixed:
        • Store prices fixed for real this time
        • Monster list has correct locations
        • Non-weapon artifacts with +n to-hit and 0 to-dam now show (+n, +0) not just (+n)
        • Tombstone carver has stopped wasting space on trap deaths


        That's all known bugs for now, I'll get back to updating help files, etc.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • kandrc
          Swordsman
          • Dec 2007
          • 299

          Originally posted by Nick
          Non-weapon artifacts with +n to-hit and 0 to-dam now show (+n, +0) not just (+n)
          Is this change for artifacts only? Because it was actually consistent with the negative to-hit on heavy armor, before. If the change was only to artifacts, then you've introduced a potentially confusing inconsistency.

          I recall seeing at least 2 posts asking about the (+n) on some artifact armor, so clearly it was causing some confusion as it was, but over the decades that I've lurked and participated here and on r.g.r.a., I've seen countless posts from new players asking about the (-n) on their armor. The maximally-clear, minimally-confusing solution is probably to display both to-hit and to-dam whenever either is non-zero on all non-weapons.

          And I haven't done an update yet, so maybe I'm making an argument that doesn't need to be made.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            Originally posted by kandrc
            Is this change for artifacts only?
            Not exactly. It was actually to fill a loophole where ego items or artifacts were treated like to-hit-reducing body armor even if they had a + to-hit and weren't body armor.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Saplaran
              Rookie
              • Oct 2011
              • 21

              Originally posted by Nick
              This is a bug which I believe was fixed in the most recent build - which one was this in?
              angband-4.0.3-816-gf643be9

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9634

                Originally posted by Saplaran
                angband-4.0.3-816-gf643be9
                Hm. Any chance it was a game started in an earlier build?
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Saplaran
                  Rookie
                  • Oct 2011
                  • 21

                  You are right, the game was started with an earlier version.

                  But here is another pathfinding-bug (819-g9b83fba). Khim doesn't know how to get to me unless I enter the room. Example is in savefile as always.

                  And another completly gamebreaking bug!!1! In monster description:

                  Code:
                  It cannot be frightenedNothing is known about it's attack.
                  and
                  Code:
                  It resists cold, and cannot be frightened.  It can touch to shoot acid... (two spaces after the first sentence)
                  Attached Files
                  Last edited by Saplaran; June 21, 2017, 00:24.

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    Originally posted by Saplaran
                    YKhim doesn't know how to get to me unless I enter the room.
                    Another example of the pathfinding issues that I've been talking about (e.g., with Saruman). Now, it might be argued that Saruman and Khim are exhibiting superior intelligence in not letting @ choose the field of battle, but the same behavior is seen with far less intelligent creatures, which leads me to believe it is a bug.
                    “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

                    • Saplaran
                      Rookie
                      • Oct 2011
                      • 21

                      Originally posted by Ingwe Ingweron
                      Another example of the pathfinding issues that I've been talking about (e.g., with Saruman). Now, it might be argued that Saruman and Khim are exhibiting superior intelligence in not letting @ choose the field of battle, but the same behavior is seen with far less intelligent creatures, which leads me to believe it is a bug.
                      I think so, too, since Khim hand no problem following me whereever I went once I entered the room.

                      Comment

                      • Nomad
                        Knight
                        • Sep 2010
                        • 958

                        Something still borked with selling, I'm afraid. You can sell some types of armour back to the shop for considerably more than it costs to buy. Soft leather armour costs 50 AU to buy, sells back to the shop for 224. The same issue seems to affect all body armour apart from robes, all shields, and the various metal boots and helms, but not leather caps/sandals/boots, cloaks, or any type of gloves. Make of that what you will.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          NIghtlies page has new builds:
                          • Status effect wands have more charges
                          • Monster pathing is improved


                          In particular, the problem from Saplaran's savefile is fixed; the problem was monsters choosing a direction to move, and then failing to because someone else was in the way. Let me know if there are other deficiencies in monster pathfinding.

                          Note that the various message space problems aren't fixed, and nor are prices, but I wanted the pathfinding out for testing.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            Originally posted by Nick
                            Let me know if there are other deficiencies in monster pathfinding.
                            Consider behavior of hounds, crebain, etc. @ found them in a room and they are awake and aware of @. They don't come out into the hallway, that was never their way, but @ retreated to a very close adjacent room expecting them to come after him, as they used to do before all the changes made to make pathing more effective. They just stay in their original room. Is this the desired action, especially by lower intelligence monsters?
                            “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

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9634

                              Originally posted by Ingwe Ingweron
                              Consider behavior of hounds, crebain, etc. @ found them in a room and they are awake and aware of @. They don't come out into the hallway, that was never their way, but @ retreated to a very close adjacent room expecting them to come after him, as they used to do before all the changes made to make pathing more effective. They just stay in their original room. Is this the desired action, especially by lower intelligence monsters?
                              OK, I've checked, I agree, and there is a new build up (or will be shortly) which at least partly fixes the problem (prices still not fixed).
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                I LIKE the new Hound behavior. It makes them a lot harder to get around or kill. That said, if you go beyond one (say) 40 squares, they should start following you at a distance, and occasionally picking a new room to occupy. Cremains' never follow: like healers, they should prefer to stay in rooms with other animals.

                                Comment

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