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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2987

    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.
    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

    • Darin
      Apprentice
      • Jun 2010
      • 53

      Originally posted by PowerWyrm
      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.
      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

      • wobbly
        Prophet
        • May 2012
        • 2633

        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

        • Diego Gonzalez
          Adept
          • May 2007
          • 170

          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

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9647

            Originally posted by Diego Gonzalez
            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 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.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              Originally posted by PowerWyrm
              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.
              Yes, I think the problem is that I made either an error or a deliberate change that I then forgot in calculating digestion rate; then someone (who shall be nameless) pointed this out, and I "fixed" it. I'll have another look.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                Originally posted by DavidMedley
                Interesting:
                Narthanc
                Average damage/round: 25.3 vs. creatures not resistant to fire, and 19.4 vs. others.
                Average thrown damage: 43.9 vs. creatures not resistant to fire, and 14.6 vs. others.
                Why is the fire brand so great when throwing?
                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

                • Diego Gonzalez
                  Adept
                  • May 2007
                  • 170

                  Originally posted by Nick
                  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.
                  Yes, its very difficult to tell because I dont have a proper report from the player. I will take note of these crashes. Thanks!

                  Comment

                  • Sphara
                    Knight
                    • Oct 2016
                    • 504

                    Used Leap into Battle spell towards Eol, who was standing next to a falling rubble trap. Triggered the trap. Got hit by a rock. Got stunned. WAS wearing Crown of Serenity (rStun).

                    Bug or intentional behavior of falling rock traps?

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      Originally posted by Sphara
                      Used Leap into Battle spell towards Eol, who was standing next to a falling rubble trap. Triggered the trap. Got hit by a rock. Got stunned. WAS wearing Crown of Serenity (rStun).

                      Bug or intentional behavior of falling rock traps?
                      Intentional. And awesome
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Diego Gonzalez
                        Adept
                        • May 2007
                        • 170

                        Latest revision crashes when reading unaware scroll of Rune of Protection.

                        function object_flavor_aware: assertion "obj->known" failed

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          Originally posted by Diego Gonzalez
                          Latest revision crashes when reading unaware scroll of Rune of Protection.

                          function object_flavor_aware: assertion "obj->known" failed
                          Yep, this one's reported as #4360.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • backwardsEric
                            Knight
                            • Aug 2019
                            • 531

                            Originally posted by Diego Gonzalez
                            Latest revision crashes when reading unaware scroll of Rune of Protection.

                            function object_flavor_aware: assertion "obj->known" failed
                            Do you happen to know if it was read from the floor or the player's inventory?

                            Comment

                            • Diego Gonzalez
                              Adept
                              • May 2007
                              • 170

                              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

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2987

                                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");
                                In mon_create_mimicked_object(), we just use the depth:

                                Code:
                                obj = make_gold(player->depth, kind->name);
                                Those two will usually not match, so what we "see" is actually not what we "get".
                                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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