Current master post 4.2.0

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    @ just drank an unid Potion of Surprise, and the same thing happened. Remaining potion on the floor is identified as Potion of Surprise, but when examined all the information known is the name and that "It can be drunk". That condition persists until @ leaves the floor, at which point the item knowledge is populated.
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      New builds are now up on the nightlies page and angband.live (source is here). Changes are:
      • Labyrinth and moria levels can now be disabled completely from dungeon_profile.txt (set their cutoff to -2)
      • Some errors (possibly with bad consequences) fixed in copying chunks of dungeon
      • Three new rare types of dungeon level added
      • Chaos life drain adjusted so it's less devastating early on, but still mostly worse than nether
      • Bug in placement of windows in Windows when taskbar is at top or left fixed (#4218)
      • Teleportation curse now gives a message when it activates (#4387)
      • Error compiling on archlinux fixed, I hope (#4416)
      • 'U'se command starts on the inventory by default (#4414)
      • All curse activations now disturb the player
      • Food value of !*Healing* set to 0, !Healing to 1 (thanks to many people, kind of)
      • Hall of fame is now scrollable when accesssed from knowledge or death menu (part of #4290)
      • Winners come first in hall of fame (rest of #4290)
      • Single-use objects are now learned properly on use again (thanks Ingwe)
      • Farmer Maggot now additionally drops a mushroom or two (thanks tangar)
      There are now only 3 bugs outstanding, so it seems likely that 4.2.1 should be released soon. If there are other remaining unfixed bugs or issues, please let me know.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Sphara
        Knight
        • Oct 2016
        • 504

        Thank you, Nick.
        Going melee against Morgoth is tolerable again.

        Comment

        • spara
          Adept
          • Nov 2014
          • 235

          Two totally minor things. Gervais set is missing the tile for the Bear-Beorn and the tile for the Apple is a red circle.

          From the current tileset 0x93:0xAF seems to be an unused and a bit special bear and could be used for Bear-Beorn.

          A tile for the Apple could be added from the Tangar tileset.

          Comment

          • Sideways
            Knight
            • Nov 2008
            • 896

            Would be nice if player_best_digger() accounted for the object's weight and STR modifier, so it could identify the best digging implement in all cases and not just when it had a direct tunnelling modifier.
            The Complainer worries about the lack of activity here these days.

            Comment

            • moosferatu
              Apprentice
              • Feb 2020
              • 99

              Originally posted by Sideways
              Would be nice if player_best_digger() accounted for the object's weight and STR modifier, so it could identify the best digging implement in all cases and not just when it had a direct tunnelling modifier.
              Wait, do you just need to have a digger in your inventory? It doesn't need to be equipped to dig?

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                Originally posted by Sideways
                Would be nice if player_best_digger() accounted for the object's weight and STR modifier, so it could identify the best digging implement in all cases and not just when it had a direct tunnelling modifier.
                Yeah, maybe - I'm reluctant to make it too convoluted.

                Originally posted by moosferatu
                Wait, do you just need to have a digger in your inventory? It doesn't need to be equipped to dig?
                Correct - it gets automatically swapped in and swapped out again
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • moosferatu
                  Apprentice
                  • Feb 2020
                  • 99

                  Originally posted by Nick
                  Correct - it gets automatically swapped in and swapped out again
                  Didn't know that! Swapping equipment usually costs an action, yes? Does the automatic digger swap as well?

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9647

                    Originally posted by moosferatu
                    Didn't know that! Swapping equipment usually costs an action, yes? Does the automatic digger swap as well?
                    Nope, it's free.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • mrfy
                      Swordsman
                      • Jul 2015
                      • 328

                      Still seeing two issues with the latest nightly. Every so often, i get double moves from hitting movement keys with my keypad. I don't see this with other keypresses on regular keyboard.

                      Crash while fighting monsters. First it was fighting 'U's and now 'A's. Really tough to get a savefile, but a crash log is at https://www.dropbox.com/s/100vtmkk0v...shlog.txt?dl=0

                      I'll replay the level tomorrow and try get a save file before the crash if possible.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9647

                        Originally posted by mrfy
                        Still seeing two issues with the latest nightly. Every so often, i get double moves from hitting movement keys with my keypad. I don't see this with other keypresses on regular keyboard.
                        I think this must be a local issue; I haven't touched that code since (I believe) 4.0.

                        Originally posted by mrfy
                        Crash while fighting monsters. First it was fighting 'U's and now 'A's. Really tough to get a savefile, but a crash log is at https://www.dropbox.com/s/100vtmkk0v...shlog.txt?dl=0

                        I'll replay the level tomorrow and try get a save file before the crash if possible.
                        No need - there was enough info in the crash dump. I've pushed a fix now; if you would play with the new version (which should be up in a few minutes), that would be great.

                        Fix also includes an option to sort the monster list by experience gained, courtesy of Cuboideb
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • spara
                          Adept
                          • Nov 2014
                          • 235

                          One more issue on tiles. Both Shockbolt and Gervais render the passable rubble with black background instead of floor tile. I vaguely remember some discussion on this at the time passable rubble was introduces and even more vaguely some reasoning for it, but can't really remember the verdict.

                          Comment

                          • mrfy
                            Swordsman
                            • Jul 2015
                            • 328

                            Originally posted by Nick
                            I think this must be a local issue; I haven't touched that code since (I believe) 4.0.
                            It is possible my keypad just needs new batteries. Or one of the keys is getting stuck. Haven't noticed if it is one particular key, it seems to be random.

                            No need - there was enough info in the crash dump. I've pushed a fix now; if you would play with the new version (which should be up in a few minutes), that would be great.
                            Looks good so far. Thanks!

                            Comment

                            • mrfy
                              Swordsman
                              • Jul 2015
                              • 328

                              Next bug, seeing Archliches getting stuck in the wall. Not moving towards @ even though he's one block away.

                              Save file at: https://www.dropbox.com/s/ge69sdt70kq7gcm/mrfy?dl=0

                              randart.txt at https://www.dropbox.com/s/v3fnj44xvn...02d87.txt?dl=0

                              Dig south, and he is able to move and attack.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9647

                                Originally posted by mrfy
                                Next bug, seeing Archliches getting stuck in the wall. Not moving towards @ even though he's one block away.

                                Save file at: https://www.dropbox.com/s/ge69sdt70kq7gcm/mrfy?dl=0

                                randart.txt at https://www.dropbox.com/s/v3fnj44xvn...02d87.txt?dl=0

                                Dig south, and he is able to move and attack.
                                Thanks, found it, and it's pretty funny - more of an AI fault than a bug. There's a check for PASS_WALL monsters not to get too close to permanent walls, because they can get trapped, so the archlich is stopping before it gets to the vault, even though the player is between it and the vault. I'll think about how to adjust that, but it's going to be a pretty rare occurrence.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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