Bugs and issues in 4.1.0
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I think what OP meant by needing demigod status to kill Morgoth is that Morgoth IS a demigod, so who else could kill him? The whole plot of LOTR was around how relatively ordinary (English)men (or hobbits) could defeat demigods by being clever and NOT trying to kill them in face-to-face battle.
Frodo and Sam certainly wouldn't survive a direct confrontation with Sauron.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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I'm sure, since the code in V does the same thing, that's also the case when, for example, a passwall monster aims at a @ in a room north of a permawalled vault:
Code:################# ##...........@..# ##.########.....# ##.#######XXXXXXX ##.####P##XvaultX ##.....###XXXXXXX #################
See http://angband.oook.cz/screen-show.php?id=4434PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Confirmed with latest V (angband-4.1.0-41-gace666f). I have a game with the above layout, and Morgoth moves back and forth from one spot to the spot left of it.
See http://angband.oook.cz/screen-show.php?id=4434
The best I can think of is replacing the plain "any permawall two squares away" by "any permawall on the straight path to the player". In that case, the monster will use pathfinding first to get a clean route to the @, and then go straight for it.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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I just downloaded exe and src of Sil 1.3. It seems that development and forum activity stopped about 2 years ago. But I'll have a look at it anyway.
OTOH I've been scribbling down ideas long enough now. I don't fancy the idea of starting another round of note taking with Sil. But maybe I should stop ventilating ideas too, and focus on preparing for their implementation. Decide which source to start from, and try to find an adequate debugger.
That's where my last attempt of substantial development stranded. In gdb on V 3.2.0.Two monsters to turn cavers into cadavers,
But only when together,
With the small one in front.
A hard one for poor Sméagol, who has never played angband.Comment
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But I guess you're right if you meant to say that they are not totally boring.Two monsters to turn cavers into cadavers,
But only when together,
With the small one in front.
A hard one for poor Sméagol, who has never played angband.Comment
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Two monsters to turn cavers into cadavers,
But only when together,
With the small one in front.
A hard one for poor Sméagol, who has never played angband.Comment
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PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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the Dracolich (offscreen) breathes nether! You resist the effect.
ok, first off, i'm alive. don't worry. i had 18/200 CON and 800hp so i survived.
second, while i do get that "the effect" is XP drain, shouldn't this be "you avoid the effect" ? I don't resist nether, i don't see why this message should imply that i do."i can take this dracolich"Comment
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tri-hued energy vortices
Detected energy vortices on dlev 21 with color changing (at subsequent detections) between light slate (#808080), light blue (#00ffff), and dark blue (#0040ff).
Edit:<some of the useless info removed; rest dimmed>
Looking at this again, it's a feature instead of a bug. But it's one I would rather not have. IIRC, multi-hued monsters used to flicker. Since 3.x, they just change color every player turn. Imo, that largely spoils the esthetic effect. It still has some information value for multi-hued breathers, but an energy vortex only breathes lightning, so having it show up with varying colors is misleading. Especially in detection. If @, who is immune to acid, steps into a room where he only detected a slate vortex, he'll be pissed off if he loses his poison resistance ring to lightning breath. And rightly so.
Re-edit: As Gwarl's reply reveals, this post was a bit of a blunder. The only correct part: With the animate_flicker option off, monster detection can be misleading for monsters with the ATTR_FLICKER flag (in that an energy vortex can look like a water vortex).Last edited by dreembeard; October 5, 2017, 10:14.Two monsters to turn cavers into cadavers,
But only when together,
With the small one in front.
A hard one for poor Sméagol, who has never played angband.Comment
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But this still doesn't work in some cases. Sometimes, the straight path moves the monster to a position where the straight path is blocked and pathfinding moves the monster back where it was, so there's still an endless loop. In that case, the loop must be broken by still continuing using pathfinding one more time.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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