Angband 4.2.1

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  • Sphara
    replied
    Originally posted by Nick
    I'm not sure what this is. The permanent wall thing mrfy mentions was fixed, but a permanent wall between you and them might have made them stop. I don't think it's related to where Vecna was - that is only for bodyguards, and Vecna doesn't have any (only servants).
    I should always take a screenshot when something weird happens.

    The thing is there WAS a permawall vault left side of me but I did not need to be in there. I came out from the permawall vault and there was nothing between me and the archlich and dreadlord but few squares of air and few squares of granite. L and G did not approach until I went close enough to them.

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  • Nick
    replied
    Originally posted by Sphara
    4.2.1 angband.live

    Archlich and dreadlord, who were part of Vecnas legion, started to approach but got "stuck" to a wall. Apparently because their master was too far away. I had to walk really close before they finally came at me. Vecna himself was inside a normal granite wall vault room and could not get out.
    I'm not sure what this is. The permanent wall thing mrfy mentions was fixed, but a permanent wall between you and them might have made them stop. I don't think it's related to where Vecna was - that is only for bodyguards, and Vecna doesn't have any (only servants).

    Leave a comment:


  • mrfy
    replied
    Originally posted by Sphara
    4.2.1 angband.live

    Archlich and dreadlord, who were part of Vecnas legion, started to approach but got "stuck" to a wall. Apparently because their master was too far away. I had to walk really close before they finally came at me. Vecna himself was inside a normal granite wall vault room and could not get out.
    Were you near a vault or room with permanent rock walls? There's a bug where they won't go near in case they get stuck.

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  • Sphara
    replied
    4.2.1 angband.live

    Archlich and dreadlord, who were part of Vecnas legion, started to approach but got "stuck" to a wall. Apparently because their master was too far away. I had to walk really close before they finally came at me. Vecna himself was inside a normal granite wall vault room and could not get out.

    Leave a comment:


  • Ingwe Ingweron
    replied
    On running, I wish there was an interrupt before @ ran around corners. Nick, do you think that would be your while?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Maybe talk to wobbly. Apparently he could reproduce it.
    I believe I did fix that version of it.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick


    This was an open bug up to a couple of weeks before release, but I closed it because I could not reproduce it and there were no recent reports. Some day I hope to find it.
    Maybe talk to wobbly. Apparently he could reproduce it.
    Originally posted by wobbly
    I can produce a version of this. Stand next to gold or an object that would normally be auto-picked up. Wizard mode in a monster to interrupt run. Walking onto the object will pick it up. Running onto it wont.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    One bug I've noticed: the "run past $" has crept back in.


    This was an open bug up to a couple of weeks before release, but I closed it because I could not reproduce it and there were no recent reports. Some day I hope to find it.

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  • Cuboideb
    replied
    Some monster was in LOS ?

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  • Ingwe Ingweron
    replied
    Great job, Nick!

    I'm enjoying my first @ in 4.2.1 on angband.live.

    One bug I've noticed: the "run past $" has crept back in.

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  • Nick
    replied
    Rephial.org now has 4.2.1 on th efront page and in the releases section (and a link to angband.live).

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  • geoff_tewierik
    replied
    I haven't noticed any lag as yet, but I've only done one run through with Pike and he decided that reading three Deep Descents in a row was a bit too deep (1350ft) for his low CL 11 and carcked it.

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  • jevansau
    replied
    I've seen this at times, but not been sure as to the triggers for it.
    To me it looks like each visible creature flickers at least once per player move.
    It isn't noticeable every time I see sleeping creatures, but when it happens, it is extremely annoying.

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  • Nick
    replied
    Originally posted by Sky
    any acknowledgment of the lag on this last release? am i the only one experiencing it. i'm talking game-crippling lag, not "barely noticeable".
    seems to be attached to light, because whenever a mob casts darkness, it really slows down. Also any sleeping / within-waking-distance mob affects it. Mobs otherwise awake and moving do not seem to, instead.
    I haven't seen it, but haven't really tested fir it thoroughly either. Anyone else?

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  • Sky
    replied
    any acknowledgment of the lag on this last release? am i the only one experiencing it. i'm talking game-crippling lag, not "barely noticeable".
    seems to be attached to light, because whenever a mob casts darkness, it really slows down. Also any sleeping / within-waking-distance mob affects it. Mobs otherwise awake and moving do not seem to, instead.

    Leave a comment:

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