Current master post-4.1.3

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  • Nick
    replied
    OK, fix pushed and building; I'll post on the prep for 4.2 thread (which is meant to replace this one as the "current issues" thread) when it's done.

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  • Nick
    replied
    Originally posted by Kusunose
    I have tested with a new character. Here are the error message and the offending line.

    Message:
    >src/angband: Parse error in randart line 7 column 1.
    randart.txt
    >info:5:5:10000

    The problem is that the artifact text format and the parser is updated in the recent change but randart text output routine (write_randart_entry) is not updated accordingly.
    https://github.com/angband/angband/c...8346e02ffc2800
    Oh, of course, thanks; I'll do a fix and get it out.

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  • Kusunose
    replied
    Originally posted by Nick
    Was it an existing character before the update? If so, me adding a new artifact might have done that. I can have a look at the save (and randart file) if you like.
    I have tested with a new character. Here are the error message and the offending line.

    Message:
    >src/angband: Parse error in randart line 7 column 1.
    randart.txt
    >info:5:5:10000

    The problem is that the artifact text format and the parser is updated in the recent change but randart text output routine (write_randart_entry) is not updated accordingly.
    A free, single-player roguelike dungeon exploration game - Small rework of artifacts angband/angband@d815a7c

    Leave a comment:


  • Nick
    replied
    Originally posted by Diego Gonzalez
    Found a bug in the latest nightlies (460). The game throws a parse error after launching a randart character for the second time. Line 7 in randart.txt I think.
    Was it an existing character before the update? If so, me adding a new artifact might have done that. I can have a look at the save (and randart file) if you like.

    Leave a comment:


  • Diego Gonzalez
    replied
    Found a bug in the latest nightlies (460). The game throws a parse error after launching a randart character for the second time. Line 7 in randart.txt I think.

    Leave a comment:


  • Sphara
    replied
    After dying, angband.live doesn't start a new game UNLESS I press that delete&download savefile first. This also sets birth options back to default so I need to remember to change them every time now.

    EDIT: Uh, regular save files don't load either
    Last edited by Sphara; June 15, 2019, 12:55.

    Leave a comment:


  • Nick
    replied
    Originally posted by Clearshade
    Not sure this is significant, but one thing that has occurred to me is that the new improved digging renders curses on diggers trivial. Since you don't wield the digger, the curse doesn't come into play (I'm guessing).
    I hadn't thought about that - I think I'm fine with it, though. Glad you're using them more, that was the intent

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  • Nick
    replied
    Originally posted by ClaytonAguiar
    Hi,

    I always used F to refill torches. But it seems I can't do it anymore. Is it intentional or a bug? Playing the latest nighly build.
    Torches haven't been refillable for a while - when one runs out you just throw it away.

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  • ClaytonAguiar
    replied
    No more torch refilling (issue or bug?)

    Hi,

    I always used F to refill torches. But it seems I can't do it anymore. Is it intentional or a bug? Playing the latest nighly build.

    Leave a comment:


  • Clearshade
    replied
    Originally posted by Nick
    • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
    Not sure this is significant, but one thing that has occurred to me is that the new improved digging renders curses on diggers trivial. Since you don't wield the digger, the curse doesn't come into play (I'm guessing).

    I also want to add that this change has had one of the biggest impacts on my personal play style in the last ten years. I now am always carrying a digger. Thanks, Nick, for making inventory management one slot harder!!!

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Nick, did you recently make a change to targeting commands? It used to be that once in (*) targeting mode, the command (p) would center the target on @ and allow me to move it from there, but that no longer works as of at least today. The command (o) center on object still works, though it's a pain to have to move the cursor a lot farther. I did like the option of either.
    That will be fixed in the next build. Moral of the story - don't always believe compiler warnings

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  • Ingwe Ingweron
    replied
    Nick, did you recently make a change to targeting commands? It used to be that once in (*) targeting mode, the command (p) would center the target on @ and allow me to move it from there, but that no longer works as of at least today. The command (o) center on object still works, though it's a pain to have to move the cursor a lot farther. I did like the option of either.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sphara
    So light is now mandatory for necromancer just like for everyone else?

    I started yet another necromancer game in angband.live and the guy cannot read or cast without light
    *SIGH*

    Looks like I've broken that again. Will update as soon as it's fixed

    EDIT: Fixes (to not being able to spellcast, and also necro wall lighting still not being quite right) done and pushed; angband.live is updated, nightlies page should update shortly.
    Last edited by Nick; June 10, 2019, 13:35. Reason: Reporting for duty, sir!

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  • Sphara
    replied
    So light is now mandatory for necromancer just like for everyone else?

    I started yet another necromancer game in angband.live and the guy cannot read or cast without light

    Leave a comment:


  • Nick
    replied
    New builds are now up on the nightlies page and angband.live with the following changes:
    • Fix to lighting so that necromancers can see properly
    • Another fix to lighting so that the outside of the walls of lit rooms no longer light up
    • !Lose Memories has been replaced with a more interesting potion
    • Fix to make monster and item list behaviour more consistent (thanks fruviad)
    • Simplified format of window.prf (the file that saves subwindow setup)
    • Added some needed break statements highlighted by compiler warnings after I upgraded my development VM, potentially fixing some bugs
    • Improved character history editing, probably removing the crashes found by Vivit
    • Made spell browsing tips clear properly when using large tiles (thanks Carg)


    I believe lighting is now all working as intended - let me know if any more weirdness turns up.

    Leave a comment:

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