Angband 4.2.1

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Originally posted by Nick
    If you have a savefile at that moment, that would be handy.
    Did you ever pull the savefile for this from angband.live? I've been avoiding playing so that the position is unchanged.
    “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

      Originally posted by Ingwe Ingweron
      Did you ever pull the savefile for this from angband.live? I've been avoiding playing so that the position is unchanged.
      I have requested it, to no effect so far.
      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 Ingwe Ingweron
        Nick, here's a bug for you. This is in the 4.2.1 nightlies on angband.live. @ ascended some stairs from DL3 to DL2 and finds himself in a 2 by 1 room, with the stairs and no doors. Either this is a bug, or it is the tiniest level I've ever seen.
        OK, I have the savefile, and it is a generation bug due to an interesting room not playing nicely with the tunneling code. If you dig south, you'll be fine
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          Originally posted by Nick
          OK, I have the savefile, and it is a generation bug due to an interesting room not playing nicely with the tunneling code. If you dig south, you'll be fine
          Thanks, Nick. Always nice to find the obscure bugs.
          “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

          • backwardsEric
            Knight
            • Aug 2019
            • 531

            Originally posted by Nick
            OK, I have the savefile, and it is a generation bug due to an interesting room not playing nicely with the tunneling code. If you dig south, you'll be fine
            To follow up on this some more, with the most recent nightly no disconnected levels were seen at depths of 50', 300', 550', and 800' in 80,000 attempts at each depth. At 1050', there's about 90 levels in 10,000 attempts that have some portion that's not in a vault and disconnected from the rest. Of those, around 10 (so one in a thousand) disconnect '@' from all of the staircases heading down. Is that too many or is that acceptable at that depth where '@' more likely has some method of digging, or in a pinch, a long range teleport that could get to the disconnected area?

            At 1050', the causes for the disconnected areas are usually these vaults:

            Cross; Lesser vault; 18 x 11; doesn't work well with the tunneling code unless it happens to hit one of the two doorway areas on the edges
            Camouflaged; Lesser vault; 10 x 7; doesn't work well with the tunneling code; boundary is all permanent rock except for three granite grids
            Maze; Lesser vault; 18 x 10; doesn't work well with the tunneling code; boundary is all permanent rock except for one door
            Tower; Lesser vault; 18 x 10; doesn't work well with the tunneling code; boundary is all permanent rock except for one door
            Treasure trove; Lesser Vault; 7 x 7 boundary; doesn't work well with the tunneling code; boundary is all permanent rock except for four granite corners
            Castellated; Lesser vault; 18 x 10; works well with the tunneling code but the internals require digging through at least one wall to get through

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2633

              Some of those would take only minor modifications to be more tunnel friendly, how attached are people to those exact shapes, I see a bunch of them have (new) attached to them.

              Comment

              • Huqhox
                Adept
                • Apr 2016
                • 145

                I'm all for changing them if it's going to make the dungeon generation easier
                "This has not been a recording"

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9647

                  Originally posted by backwardsEric
                  Code:
                  move_energy * (1 + abs(num_moves - 1) - (num_moves - 1)) / (1 + abs(num_moves - 1))
                  would reproduce the same values for positive values of num_moves and wouldn't blow up for num_moves <= 0. With more negative move speed modifiers, the energy per move would approach 2 * move_energy with that expression. Is that enough of a range to be interesting?

                  Dropping the "1 +" when calculating state->num_moves from the extra move speed in player-calcs.c would simplify the above expression to

                  Code:
                  move_energy * (1 + abs(num_moves) - num_moves) / (1 + abs(num_moves))
                  Thanks, I'm going with this; I looked for a capping of energy and couldn't find it.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    Annoyances in Paladin spells.
                    1. Heal 2000 is a waste. If you need more than 500HP (at 5he absolute outside) healed, you can't risk 5% fail. And 50MP is insanely expensive.
                    2. Clairvoyance kicks in ridiculously late. Why not add an ordinary mapping spell as well? Carrying around !rHeat, !rCold, -Detection, and a source of mapping is tedious, when compared to previous utility prayers. Losing a couple books makes up for some of it, but I never carried that many as a paladin anyway.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      Originally posted by PowerWyrm
                      Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn.

                      To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn.

                      Edit: this seems to work fine in PWMAngband after the change.
                      OK, after a lot of thinking and testing, I'm of the opinion that this is working as intended.

                      An effect with dice:1 lasts (approximately) until the player's next turn. There is some weirdness because a player turn (at normal speed) is 10 game turns, and the decrease happens randomly on one of those game turns. So it could be 1/10 of the way to the player's next turn, or 4/10, or 9/10 or whatever. So if you want an effect to last for the player's next turn, you do need to set the dice to 2 - and then it will run out after the player's next turn, but before the turn after that.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2987

                        A lot of potential memory leaks in the new levels since they use multiple chunks that are not freed when something bad happens (code just returns NULL without freeing all allocated chunks before).
                        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

                        • backwardsEric
                          Knight
                          • Aug 2019
                          • 531

                          For the hard centre levels, I'm seeing instances (3 out of 10000 levels of all kinds generated at 300' in one experiment) where the only down staircases are in the vault (since alloc_stairs() does not exclude vault squares). Should that be fixed?

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            Originally posted by backwardsEric
                            For the hard centre levels, I'm seeing instances (3 out of 10000 levels of all kinds generated at 300' in one experiment) where the only down staircases are in the vault (since alloc_stairs() does not exclude vault squares). Should that be fixed?
                            I think that's acceptable. They don't occur until level 50, and there's always the option of going back upstairs or recalling. Not possible for ironman, of course, but that's meant to be a challenge mode
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Ingwe Ingweron
                              Veteran
                              • Jan 2009
                              • 2129

                              Originally posted by Nick
                              I think that's acceptable. They don't occur until level 50, and there's always the option of going back upstairs or recalling. Not possible for ironman, of course, but that's meant to be a challenge mode
                              Umm, mine wasn't at level 50, it was at level 3. Edit: Nevermind. I thought thiswas talking about the disconnected room (two by one hall) bug. Clearly not the case.
                              “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

                              • archolewa
                                Swordsman
                                • Feb 2019
                                • 400

                                Originally posted by Pete Mack
                                Annoyances in Paladin spells.
                                1. Heal 2000 is a waste. If you need more than 500HP (at 5he absolute outside) healed, you can't risk 5% fail. And 50MP is insanely expensive.
                                I make heavy use of this spell. I use it aggressively, like say when you've lost only third of your HP (so you have a buffer in case it fails). Its not an emergency heal, but it does help ensure you rarely need emergency heals. Sure you don't have many castings, but in my experience paladins hit hard enough they don't need many castings.

                                Comment

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