The big problem I have with latest version is that it's almost impossible to play without being Full all the time. As soon as you quaff a few CSW potions you're at 95% satiation and it takes forever to go away.
Current master post 4.2.0
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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! -
My "solution" to this has been to target 70-75% fed as "full". Even then it feels like I have to watch my potion usage. Which seems kinda stupid in a game where one doesn't have to worry at all about other bodily functions.Comment
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What annoys me is a whole bunch of good artifacts have slow digestion presumably for no other reason then it being a free "something" & slow digestion was massively ramped up because it's not worth having, so there's a whole bunch of nice artifacts with the unremovable slow digestion curse now.Comment
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Google reports crashes in this two lines:
mon-lore.c:1666:23 (called from mon-util.c:941:30 after killing a monster)
return &l_list[race->ridx];
mon-attack.c:509:57
bool visible = monster_is_visible(mon) || (mon->race->light > 0);
It seems that some monster doesn't have a proper race. Can it be a shapeshift?
The code at that time was updated to Vanilla revision de9d5e697. I dont know if it was fixed later.Comment
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Google reports crashes in this two lines:
mon-lore.c:1666:23 (called from mon-util.c:941:30 after killing a monster)
return &l_list[race->ridx];
mon-attack.c:509:57
bool visible = monster_is_visible(mon) || (mon->race->light > 0);
It seems that some monster doesn't have a proper race. Can it be a shapeshift?
The code at that time was updated to Vanilla revision de9d5e697. I dont know if it was fixed later.
It does look like a malformed monster race, but it's hard to know where the problem has arisen. One of those crashes is in make_attack_normal(), which indicates it was a problem with a monster which was functional enough to be making an attack.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Throwing weapons get a kind of launcher-like multiplier; this may need some adjustment, trying to keep two combat systems balanced turns out not to be completely straightforward.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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It could be the crash that mrfy reported upthread (and which is now fixed in development), but it doesn't really look like it.
It does look like a malformed monster race, but it's hard to know where the problem has arisen. One of those crashes is in make_attack_normal(), which indicates it was a problem with a monster which was functional enough to be making an attack.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Latest revision crashes when reading unaware scroll of Rune of Protection.
function object_flavor_aware: assertion "obj->known" failedComment
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You can reproduce the bug with debug commands, creating the scroll and reading it from the floor.Last edited by Diego Gonzalez; April 21, 2020, 23:28.Comment
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Oh and I finally found out why mimics don't match with the money they drop...
In mon_create_drop(), we use drop level to generate the drop:
Code:level = MAX((monlevel + player->depth) / 2, monlevel); level = MIN(level, 100); obj = make_gold(level, "any");
Code:obj = make_gold(player->depth, kind->name);
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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