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  • wobbly
    Prophet
    • May 2012
    • 2633

    Haven't tried it, but I suspect you'll actually get mages doing a funny dance a certain distance away. Sils archers fire every turn, if they don't move they shoot. What does a V caster do when it reaches ideal range?

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      This proposal is because melee classes are already so ridiculously OP?

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9647

        Originally posted by PowerWyrm
        I think there's a little code error in build_store(), line 1540:

        Code:
        if (build_s - build_n > 1 && square_isfloor(c, loc(door.x, build_s + 1)))
        Everywhere else in the function, the negation is used before square_isfloor(), but not there, which seems suspicious.
        Thanks, I think you're correct.

        Originally posted by wobbly
        Bit of a minor issue, the / command (identify symbol) reads straight off the top of the object list. For example if I move spear to the top of object list & give it the , symbol, then the command returns "polearm" for identify ','. This is mostly ok '!' returns flask which works ok for potion & ',' returns food which works ok for mushroom, I guess the only questionable one is the mushroom patch case.

        Actually found a few more '^' is unknown symbol. '+' is closed door (which may be an issue for FA with trees). '#' is secret door.
        Yeah, the lookup_symbol() function has a whole lot of comments about how not ideal the method is. I'll file a bug, but not an urgent one.

        As for the ranged monsters keeping their distance, don't panic - I said more likely, not certain.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • DavidMedley
          Veteran
          • Oct 2019
          • 1004

          Originally posted by Pete Mack
          This proposal is because melee classes are already so ridiculously OP?
          Not sure if you're referring to me, but if you are... When I said "it would be super annoying with a melee character" I could have expanded to say "and further imbalance the game in favor of shooters." Though if we went further and nerfed kiting then the balance could swing back in favor of melee characters.
          Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2987

            I don't understand build_ruin(). For me, each time I try to generate a town in debug mode, this crashes because either "west" is bigger than "east" or "north" is bigger than "south". And when I use the latest build without debug mode, the game doesn't crash but I never see any "ruin" (because I suppose fill_rectangle() absorbs the error and simply does nothing in that case).
            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

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              Originally posted by PowerWyrm
              I don't understand build_ruin(). For me, each time I try to generate a town in debug mode, this crashes because either "west" is bigger than "east" or "north" is bigger than "south". And when I use the latest build without debug mode, the game doesn't crash but I never see any "ruin" (because I suppose fill_rectangle() absorbs the error and simply does nothing in that case).
              I didn't write it, and haven't actually looked very closely, but it doesn't seem to have caused me any problems. I just generated a new town, here's a screenshot - there seem to be two ruins in the lower row and one in the upper, next to the stairs.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • wobbly
                Prophet
                • May 2012
                • 2633

                I don't get it either. I mean it seems to work out, but if you look at it without the "now blow it up bit"



                You can see that its spread out & invades the walls, its the magma.

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  Originally posted by Nick
                  I didn't write it, and haven't actually looked very closely, but it doesn't seem to have caused me any problems. I just generated a new town, here's a screenshot - there seem to be two ruins in the lower row and one in the upper, next to the stairs.
                  Hmm I see. My local copy has iterators instead of "for (y...) for (x...)" loops that's why I get an error. In V code, when the bounds are incorrect (west > east or north > south), fill_rectangle() actually does nothing and the "ruin" just consists of rubble. I just need add a bounds check in fill_rectangle() before my iterator.
                  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

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9647

                    New builds are now up on the nightlies page and angband.live (source is here) with the following changes:
                    • Many new fixes from backwardsEric - I'm starting to run out of words for this. This lot includes:
                      • More macOS fixes
                      • Inclusion of some more tiles for new stuff
                      • Stopping hangs in targeting
                      • Preventing crashes when a commanded monsters is killed
                      • Possible fix to regenerating uniques
                    • Fixed a bug where a confused player trying to run could actually sometimes run a bit in the correct direction (thanks David Medley)
                    • Fixed a bug where blackguards with bloodlust would randomly move (instead of randomly attacking a nearby monster - David again)
                    • Stopped randart launchers from getting negative multipliers (#4275, thanks Sky)
                    • Added a comment in object_property.txt to clarify why 0 values of type-mult are necessary (#4216)
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • moosferatu
                      Apprentice
                      • Feb 2020
                      • 99

                      Looks like there might be a bug in the new running while confused logic. In the attached screenshot I am not confused, tried to run, and was unable to.
                      Attached Files
                      Last edited by moosferatu; March 22, 2020, 14:47.

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2633

                        Code:
                        void do_cmd_run(struct command *cmd)
                        {
                        	struct loc grid;
                        	int dir;
                        
                        	/* Get arguments */
                        	if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK)
                        		return;
                        
                        	if (player_confuse_dir(player, &dir, true))
                        		return;
                        Code:
                        bool player_confuse_dir(struct player *p, int *dp, bool too)
                        {
                        	int dir = *dp;
                        
                        	if (p->timed[TMD_CONFUSED])
                        		if ((dir == 5) || (randint0(100) < 75))
                        			/* Random direction */
                        			dir = ddd[randint0(8)];
                        
                        	/* Running attempts always fail */
                        	if (too) {
                        		msg("You are too confused.");
                        		return true;
                        	}
                        pretty sure if player_confuse_dir will always return true if you tell it "too"

                        Edit:Yeah working in mine now. Will open a pull request

                        Edit2: I guess the "running attempts always fail" bit was literally true
                        Last edited by wobbly; March 22, 2020, 15:47.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          Thanks, pulled, new builds will be up soon.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • wobbly
                            Prophet
                            • May 2012
                            • 2633

                            So how is innate + spell freq meant to work? If innate 3 & spell 4 is that:

                            1/3 + 2/3 * 1/4?
                            1/4 + 3/4 * 1/3?
                            4/12 + 3/12? ( 2 & 2 would be always here)
                            Something else?

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9647

                              Originally posted by wobbly
                              So how is innate + spell freq meant to work? If innate 3 & spell 4 is that:

                              1/3 + 2/3 * 1/4?
                              1/4 + 3/4 * 1/3?
                              4/12 + 3/12? ( 2 & 2 would be always here)
                              Something else?
                              Spell is checked first, so your second one is right - 1/4 chance of a spell, then 1/3 * 3/4 of innate for a total of 1/2.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2987



                                Food depletes every turn when it shouldn't. Same error also in V code. This is because food counter was changed to a timed effect and is decremented like all others timed effects in decrease_timeouts().
                                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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