Bug where held monsters could move if they were stunned as well is fixed (thanks wobbly)
Ogre mages coloured like other mages
Typo in Old Man Willow's description carefully imported from ToME has been ruthlessly destroyed
Monster lore file (lore.txt) should now load fine even if it has obsolete monsters in it
More bugfixes will come, I'm also going to start looking at the artifact list (tweaking individual items rather than removing old ones or introducing new ones) and randart generation.
Ok I just downloaded the latest build (Feb 24), and tiles/map are completely broken in this version.
I was checking the first commits after 4.1.2 and I see that books have been removed from object.txt, so they don't have tiles assigned. Any idea how to give them back tiles?
Tiles are assigned in lib/tiles/<tileset name>/graf-<xxx>.prf as usual, but they haven't been updated at all from the old books. The bigger problem is that some of the new or changed monsters don't have tiles; also there are some where the new tile isn't really correct (for example 7-headed hydra -> 6-headed hydra).
Ok I just downloaded the latest build (Feb 24), and tiles/map are completely broken in this version.
I was checking the first commits after 4.1.2 and I see that books have been removed from object.txt, so they don't have tiles assigned. Any idea how to give them back tiles?
Thanks - this has been reported before, but I keep forgetting it. It's now filed as a bug.
Awesome. Playing around more with the necromancer class, I noticed that the "command" spell does LOS checks for the player but not the monster - so in a situation where the player can see two monsters, one of which is under the player's control, but the monsters cannot see each other, it is possible for the monster under player control to cast spells targeting the other monster without having LOS.
Similarly, if the player has sight of the controlled monster, but cannot see another monster which is in LOS of the controlled monster, it is impossible to target this other monster.
edit: Although I assumed the command spell wouldn't work on uniques, I just successfully cast it on Ungoliant. On attempting a (non-magic) attack on another monster, Angband crashes with the message: "Error in flag_on(lore->flags, hurt_flag): FlagID[0] Size[11] FlagOff[4294967295] FlagBV[128]"
So I thought by adding "-I" or "-II" to character name it would automatically increment when starting from previous save file. Doesn't seem to be working.
Trying out the Necromancer, and just found a randart that activates for teleport. On inspection the activation description reads: "When activated, it teleports you randomly about 6034472405570f the largest distance you could go."
Thanks - this has been reported before, but I keep forgetting it. It's now filed as a bug.
Trying out the Necromancer, and just found a randart that activates for teleport. On inspection the activation description reads: "When activated, it teleports you randomly about 6034472405570f the largest distance you could go."
Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
Died not too long after running into a Maia of Mandos, it changed into a time vortex (quite a surprise there!), 2 breaths and dead.
So I thought by adding "-I" or "-II" to character name it would automatically increment when starting from previous save file. Doesn't seem to be working.
Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.
Nice catch. It turns out that that's an archer pit:
Only problem is that all orcs and persons with the ARROW spell are now different colours. I think I need to check all the pit types for this sort of problem.
Just went down to 1750' and there's a pit room with all 'k' monsters, which upon examination is an 11x5 room with 55 kobold archers inside. Usually they're a combination of similar but different level monsters. Curious that the dungeon generator would do this.
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