Yeah, it does--it also fixes the pathfinding halting when it encounters a visible trap square by treating it as invalid path square.
(Also, please let me know if I did anything wrong in the process; I'm new to contributing to projects.)
Preparing for 4.2 release
Collapse
X
-
When clicking with a mouse or using look->g, @ will only successfully travel to a square if there's an unimpeded direct path; if there are any obstacles in the way, @ travels as far as possible (as the crow flies), then halts as soon as it hits an obstacle.
Is this intentional?Leave a comment:
-
Technically correct, since shapechanged monsters change back on death and give the original XP; probably shouldn't say that in the monster lore, though.
Yes, thanks, and there's a couple of others in the same boat.Leave a comment:
-
Hey, it's better to find bugs now than to have to rapidly release a 4.2.1. Of course, that will probably happen anyway, as there are always more bugs to find, but still, catching them in the dev builds is ideal.Leave a comment:
-
-
Wow, that "only 11 bugs left" thing really went to hell in a hurry. Thanks for all the reports, have confirmed at least two, will follow up.Leave a comment:
-
Sorry I didn't realize the development section was also about Vanilla. I'll post code there next time. (Are diffs against 4.1.3 ok?)
About autopickup limits: is it okay to have limits that only work in the range of one stack (i.e. 1..40), or should the code be able to deal with limits over several stacks (e.g. the player wants two stacks of !CCW so {!L80} should work) before the code can be considered user-ready?Leave a comment:
-
Another minor bug -- someone dropped some blue dragon scale mail, which I had not identified yet. The description says "provides resistance to cold" along with "you do not know the full extent ..".
After I identified it, now it says resistance to lightning as expected, and it no longer says resistance to cold.Leave a comment:
-
Minor bug, perhaps -- I drank an unknown potion, which turned out to be Surprise! "Your body starts to scramble..."
... only, nothing scrambled. As far as I can tell it didn't do anything, unless there's a hidden effect I haven't noticed.
This is in the latest nightly.Leave a comment:
-
When clicking with a mouse or using look->g, @ will only successfully travel to a square if there's an unimpeded direct path; if there are any obstacles in the way, @ travels as far as possible (as the crow flies), then halts as soon as it hits an obstacle.
Is this intentional?Last edited by emar; July 26, 2019, 23:29.Leave a comment:
-
Leave a comment:
-
I see sometimes that monsters first drop their objetcs and then are wiped from screen. Perhaps this odd behavior is related to this code.Leave a comment:
-
Continuing to port the "struct loc" refactoring to PWMAngband, I just tested some changes and suddenly monsters were not removed from screen when they died. I tracked the problem and found out the following:
Code:void delete_monster_idx(int m_idx) { ... /* Wipe the Monster */ memset(mon, 0, sizeof(struct monster)); /* Visual update */ square_light_spot(cave, mon->grid); }
Leave a comment:
-
What if Escaping had no stat modifiers, and the "terrified" flag automatically conveyed +X speed? That would effectively mean that the two rings would not stack.
It's always bugged me that those rings are as powerful as they are. Early permanent speed is ridiculously hard to balance, and as it stands it seems like they're more or less a no-brainer for any character that relies primarily on ranged damage.Leave a comment:
Leave a comment: