in angband-win-4.1.1-10-g092421f2, the ring of open wounds does not identify correctly. you can learn the impaired hitpoint recovery rune, but then you just get a Rhodonite Ring (or whatever) , no {??} symbol, and you cannot use identify on it.
Bugs and issues in 4.1.1
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Activation is the way to formally id this one. Or do as I do, hit "k" and select to squelch all rhodonite rings. You'll never ever want to actually use rings of open wounds, so there's no reason to wait for official identification before squelching. (Contrast something like the disarming/door destruction pair, which you might want to actually identify because they have some legitimate niche uses.)Comment
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# Random ring of power 68
name:'Eanduia'
base-object:ring:Band
graphics:=ark
info:60:2:25000
alloc:59:20 to 40
power:0:0d0:0:0:0
flags:NO_TELEPORT
values:INFRA[-2] | LIGHT[1]
curse:cowardice:66
curse:teleportation:34
desc:Random ring of power 68"i can take this dracolich"Comment
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New builds fix the object info crashes, and change the stair allocation algorithm to attempt to put stairs in safer places. I've pushed this straight away before fixing any other bugs, because any changes to dungeon generation are apt to cause crashes, and I'd rather find that out as soon as possible.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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More new builds on the nightlies page, this time the change list is:- Teleport distances have been randomised a bit to avoid going back and forth between the same places;
- New measures are in place to stop pointless curses being added to objects;
- Blessed items can no longer be cursed;
- Randart gloves should be more likely to get + to hit and + to dam;
- Randart launchers no longer get supercharged AC bonuses;
- ART_TAG_VERB and ART_TAG_VERB_IS are fixed for plurals.
I believe the only outstanding issues are the Mr Att in the windows html manual (which I don't feel very strongly about), and the "With 0 more STR and 0 more DEX you get 2.3 blows" issue (which I haven't got my head around yet - any simple solutions gratefully accepted). This should mean 4.1.2 before too long.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I believe the only outstanding issues are the Mr Att in the windows html manual (which I don't feel very strongly about), and the "With 0 more STR and 0 more DEX you get 2.3 blows" issue (which I haven't got my head around yet - any simple solutions gratefully accepted). This should mean 4.1.2 before too long.
From combat info: "With 18 STR and 18/111 DEX you would get 2.3bpr." (uses STR 16)
In the message, it's translated to "+0 STR" because it uses STR 18.
Looking at obj_known_blows(), the method to get the possible blows depending on str and dex seems to be overcomplicated, which could easily explain the problem.
In PWMAngband, instead of looking for extra blows explicitely and then call calc_blows(), I simply call calc_bonuses():
Code:calc_bonuses(p, &state, true, false); ... for (dex_plus = 0; dex_plus < dex_plus_bound; dex_plus++) for (str_plus = 0; str_plus < str_plus_bound; str_plus++) ... calc_bonuses(p, &tmpstate, true, false); old_blows = state.num_blows; new_blows = tmpstate.num_blows;
Code:state.[B]stat_ind[/B][STAT_STR] += str_plus; state.[B]stat_ind[/B][STAT_DEX] += dex_plus; new_blows = calc_blows(player, obj, &state, extra_blows); state.stat_ind[STAT_STR] -= str_plus; state.stat_ind[STAT_DEX] -= dex_plus;
Code:tmpstate.[B]stat_add[/B][STAT_STR] = str_plus; tmpstate.[B]stat_add[/B][STAT_DEX] = dex_plus; calc_bonuses(p, &tmpstate, true, false);
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 original report was for a weapon that was too heavy to wield. In this case, calc_bonuses() ignores calc_blows, and just returns one blow. So I suspect the solution is just to act like calc_bonuses(), test for heavy_wield, and if so set num_blows = 1.
EDIT: actually, that is no good, because heavy_wield was calculated on th eoriginal stats. The correct answer is just to call calc_bonuses()...One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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New builds are up om the nightlies page, with the following fixes:- Extra space removed from description of non-lights with a light radius;
- Debug object tweaking function uses names of artifacts and egos instead of indices;
- Descriptions of items with multiple breath activations are streamlined.
I found also that you can leave your character's name blank, which doesn't feel right.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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New builds up, fixing the Mr Att issue and the blows info issue. So according to my calculations we're good except for PowerWyrm's latestOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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New builds fix the object info crashes, and change the stair allocation algorithm to attempt to put stairs in safer places. I've pushed this straight away before fixing any other bugs, because any changes to dungeon generation are apt to cause crashes, and I'd rather find that out as soon as possible.
Code:### #> # #
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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Bah I can't reproduce this, simply because it never happens, due to the fact that there are always enough "dead ends" to generate the stairs on a level. square_suits_stairs_ok() is never called, not mentioning all the following code that tries to place stairs manually...
Most of the stairs are placed outside of rooms now, because closed doors are assimilated to "walls", so this is considered as a dead end:
Code:### +> ###
Code:### # # # ### # # #Ws ### #sL <+ +Lz ### #zW # # #Ws # # ### ### #
Last edited by PowerWyrm; November 27, 2017, 16:42.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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In fact, I don't like the new stair placement at all:
- too many levels have all stairs in the same small area
- too many stairs placed inside GVs in nasty places or outside vaults in unreachable enclosed areas
- many classic rooms that usually had stairs (and only stairs) are now completely empty
- stairs placed in the same room templates over and over
Also why not only doing stair placement for up staircases?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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Current top of tree:
Code:Program received signal SIGSEGV, Segmentation fault. 0x000000000047ff76 in remove_contradictory (art=0xa6d3f8) at obj-randart.c:2348 2348 art->curses[i] = 0; (gdb) print i $1 = 15 (gdb) print *art $2 = {name = 0x9da108 "of Agorian", text = 0x8b4ee8 "This wondrous suit of fine-linked chain shimmers as though of pure silver. It stands untouched amidst the fury of the elements, and a power of concealment rests within.", aidx = 97, next = 0xa6d538, tval = 9, sval = 14, to_h = -12, to_d = -13, to_a = 0, ac = 0, dd = 6, ds = 5, weight = 180, cost = 105000, flags = "\000@\000\002", modifiers = { 0 <repeats 14 times>}, el_info = {{res_level = 0, flags = 2 '\002'}, { res_level = 0, flags = 2 '\002'}, {res_level = 0, flags = 2 '\002'}, { res_level = 0, flags = 2 '\002'}, {res_level = 0, flags = 0 '\000'}, { res_level = 0, flags = 0 '\000'}, {res_level = 0, flags = 0 '\000'}, { res_level = 0, flags = 0 '\000'}, {res_level = 0, flags = 0 '\000'}, { res_level = 0, flags = 0 '\000'}, {res_level = 0, flags = 0 '\000'}, { res_level = 1, flags = 0 '\000'}, {res_level = 0, flags = 0 '\000'} <repeats 13 times>}, brands = 0x0, slays = 0x9d6288, curses = 0x0, level = 40, alloc_prob = 30, alloc_min = 55, alloc_max = 127, created = false, seen = false, everseen = false, activation = 0x0, alt_msg = 0x0, time = {base = 2, dice = 0, sides = 0, m_bonus = 0}} (gdb) bt #0 0x000000000047ff76 in remove_contradictory (art=0xa6d3f8) at obj-randart.c:2348 #1 0x000000000047ffea in add_ability (art=0xa6d3f8, target_power=181, freq=0x7fffffffd380, data=0x8ba298) at obj-randart.c:2370 #2 0x0000000000480b1f in design_artifact (data=0x8ba298, tv=9, aidx=0x7fffffffd55c) at obj-randart.c:2620 #3 0x0000000000480f45 in create_artifact_set (data=0x8ba298) at obj-randart.c:2722 #4 0x00000000004818a3 in do_randart (randart_seed=84580334, create_file=true) at obj-randart.c:2919 #5 0x000000000048a35c in do_cmd_accept_character ( cmd=0x755820 <cmd_queue+704>) at player-birth.c:1159 #6 0x000000000040e054 in process_command (ctx=CMD_BIRTH, cmd=0x755820 <cmd_queue+704>) at cmd-core.c:222 #7 0x000000000040e14d in cmdq_pop (c=CMD_BIRTH) at cmd-core.c:250 #8 0x000000000040e1f6 in cmdq_execute (ctx=CMD_BIRTH) at cmd-core.c:291 #9 0x00000000004a9ff9 in textui_do_birth () at ui-birth.c:1246 #10 0x00000000004b4bd7 in start_game (new_game=false) at ui-game.c:404 #11 0x00000000004b4c49 in play_game (new_game=false) at ui-game.c:428 #12 0x00000000004ed5bd in main (argc=1, argv=0x7fffffffdbf8) at main.c:524 (gdb)
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