Minor issue:
The mage spell "Teleport level" says in its description "This spell has no effect when the option to restrict the use of stairs and recall is set." But force_descend and no_recall are now two separate options.
More major issue: The cheat_know option for "know complete monster info" lies about resistances.
For example: I saw a will-o'-the-wisp and its monster recall claimed "It resists bright light, rock remover, and poison, and does not resist fire, cold, etc...", but in reality it resists all four base elements.
After I cast firebolt on it, the recall changed to say that it DID resist fire, and so on for each element
I realised shortly after this that Angband 4 added the new system with lore.txt, so I just edited that with the contents of monster.txt instead of using cheat_know, and monster resistances started displaying properly.
But I have to ask: why does cheat_know still exist, then? Why are there two very different ways to do the same thing?
Bugs and issues in 4.1.0
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honestly why was detect stairs &etc priest spell taken, can we have it back pleaseLeave a comment:
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Since probing a monster now reveals everything about it, the prayer descriptions for Priest and Paladin (which suggest probing doesn't reveal a monster's melee or spell/breath attacks) need to be updated.
The priest/paladin enchant prayer descriptions also need updating; they suggest enchanting an item has a chance to uncurse it, which is no longer true.Last edited by Sideways; July 7, 2017, 00:49.Leave a comment:
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Instead of having them pick a square with a different noise level, they could evaluate the noise level for every move they're allowed to make, and choose the highest, with a fallback condition if there are several.Leave a comment:
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Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.Leave a comment:
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Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.Leave a comment:
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Just ran into what looks like a serious bug. I discovered a Ring of Resist Poison {??} in a vault at 2600', and repeatedly tried to identify the apparent unknown rune with the Perception prayer; but nothing happened, apart from me losing the expected 20SP. Smelling a bug, I took the ring back to the town and tried to identify the unknown rune by selling, whereupon the game crashed. I have no idea what (if any) the unknown rune is, though my guess would be that it's Morgoth's evil dark rune of game-stopping.Attached FilesLast edited by Sideways; July 5, 2017, 22:30.Leave a comment:
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Oh. Shame about that, I find it really easy to start wandering around outside the DTraps zone now. Less a problem than it used to be, but still a bit scary when you're a mage and every sufficiently stiff breeze can knock you over.
Here's one definite bug though: my wand of StM won't identify on use - neither after removing mud, nor after harming a creature susceptible to rock remover. (If only there were roc removers...)Leave a comment:
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I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?
I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.Leave a comment:
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I'd also like to raise my hand in favor of more verbose squelching of objects whose uninterestingness was determined when you moved onto them.Leave a comment:
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I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?
I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.Leave a comment:
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This is something that the 'scent map distance metric' fixes: http://brogue.wikia.com/wiki/King%27s_move
(I haven't seen the new pathfinding code for Angband, just offering it up in case it's useful!)Leave a comment:
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