Angband 4.2.2

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  • DavidMedley
    replied
    Originally posted by AceRimmer
    Put me in the opposite camp. This is exactly the type of thing to keep the game spicy. I miss the old days when an adventurer felt that the dungeon is actively trying to kill you. Unmappable, un-ESP-able, hydras? Yup, that's the stuff.
    I agree. Fun stuff! Can you recall, though? If so these gauntlets are only a challenge for forced decent, right?

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  • Pete Mack
    replied
    Verify it still works when your currently wielded item drops on the floor.

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  • Nick
    replied
    Originally posted by PowerWyrm
    Weight is decreased in gear_object_for_use(), which returns the detached object which can be used. If that object is not used, which is the case when you wield it, weight should be increased again. Should be an easy fix.

    In inven_wield():

    Code:
    wielded = gear_object_for_use(obj, 1, false, &dummy);
    
    [COLOR="Red"]p->upkeep->total_weight += (wielded->number * wielded->weight);[/COLOR]
    Excellent, thanks. There are some fixes in the works by backwardsEric that may have dealt with this already, but this makes it easy to check.

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  • PowerWyrm
    replied
    Weight is decreased in gear_object_for_use(), which returns the detached object which can be used. If that object is not used, which is the case when you wield it, weight should be increased again. Should be an easy fix.

    In inven_wield():

    Code:
    wielded = gear_object_for_use(obj, 1, false, &dummy);
    
    [COLOR="Red"]p->upkeep->total_weight += (wielded->number * wielded->weight);[/COLOR]
    Last edited by PowerWyrm; March 12, 2021, 10:30.

    Leave a comment:


  • PowerWyrm
    replied
    Houston, we have a problem...

    Yesterday I was playing my variant with a mage (low STR) and picked up a bunch of torches on the floor until I was burdened (slow -1). To remove the burden, I decided to equip one of the torches and throw away the equipped one that had less fuel. Strangely I became unburdened BEFORE dropping the torch...

    I checked again more carefully and found one player's weight was decreasing each time items in a stack were equipped...

    Quickly I downloaded Angband 4.2.2 and made the same test... and got the same result. New char, press "w" then "d", repeat a few times, see my burden become "-15.-5 lb" (!)

    No idea what change introduced this bug...

    On a side note, there is a "staircase" tile in front of the General Store although it clearly says it's an "open floor". Shockbolt Dark tileset.


    EDIT: a simpler way to showcase the bug is to equip a regular dagger and buy two more from the weapon shop and constantly equip a dagger from the inventory. Weight is subtracted each time.
    Last edited by PowerWyrm; March 12, 2021, 09:56.

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  • PowerWyrm
    replied
    Originally posted by Sphara
    There should be a head-up message upon arrival on no-teleport level, imo. A huorn killed me in one of these levels. I could only phase and it kept commanding me back to it and beating my ass til I died. I didn't have TO so I was basically screwed.

    Not that a heads up message would've helped, once the huorn was awake

    Also a little question about these levels: are there reduced amount of loot or is all the loot on the right side? I've stumbled into one of these few times now, and detect treasure never seems to show anything.
    I added a message for my variant because players didn't like getting killed from not being able to teleport on a level that looked like any other level.

    Detect treasure doesn't show loot because the level is NO_MAP too

    Oh yeah in PWMAngband I allowed people to "phase" on the left part (it's not NO_TELE but LIMIT_TELE) so you can at least reposition if something bad happens
    Last edited by PowerWyrm; March 12, 2021, 08:03.

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  • Pete Mack
    replied
    Game crashed when I tried to recall. Save restored to inside a combat arena from a little earlier with monster at full health, but on victory I was now outside the vault where the monster had been, at the position from which I attempted recall.

    Edit: I can't leave the level at all. But I can save the game. Nonetheless. Game crashes in copy_chunk when I try to go elsewhere.
    Last edited by Pete Mack; March 12, 2021, 09:21.

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  • Pete Mack
    replied
    Hounds of Tindalos should be evil (according to their description), and resist Disenchantment.

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  • Sphara
    replied
    There should be a head-up message upon arrival on no-teleport level, imo. A huorn killed me in one of these levels. I could only phase and it kept commanding me back to it and beating my ass til I died. I didn't have TO so I was basically screwed.

    Not that a heads up message would've helped, once the huorn was awake

    Also a little question about these levels: are there reduced amount of loot or is all the loot on the right side? I've stumbled into one of these few times now, and detect treasure never seems to show anything.

    Leave a comment:


  • malcontent
    replied
    Originally posted by Nick
    No, they should be able to go anywhere on the level (within the normal range of TO).
    OK, then I guess there was an awful lot of them

    Leave a comment:


  • Nick
    replied
    Originally posted by malcontent
    I was able to TO the hydras but I assume they didn't go very far - just within the labyrinth?
    No, they should be able to go anywhere on the level (within the normal range of TO).

    Leave a comment:


  • malcontent
    replied
    Ho.....ly.....$#%^!

    I was not prepared for that. Almost bought the farm. I barely had enough healing to last long enough for WOR to get me the hell out of there. Biggest problem really was not having any defense against confusion other than healing potions.

    I was able to TO the hydras but I assume they didn't go very far - just within the labyrinth?

    Leave a comment:


  • Nick
    replied
    Originally posted by malcontent
    Yes, I used phase door to arrive into the labyrinth.

    I was able to phase door within the labyrinth, just not leave the labyrinth.

    Will I be able to TO hydras from within the labyrinth?
    It seems that being able to phase is intentional (you would think the person who programmed it would know, but there you go), so no bugs. In fact, you may be able to phase out of the labyrinth if you're close enough to the edge and lucky.

    Yes, you will be able to teleport hydras away.

    Leave a comment:


  • malcontent
    replied
    Originally posted by Nick
    Not a bug

    This is a new, rare type of level ("gauntlet") first introduced in 4.2.1. It features two caverns joined by a labyrinth section, with the special conditions that
    • The player always arrives on the left cavern, and the only downstairs are on the right;
    • The centre labyrinth portion (the gauntlet) is not mappable;
    • You cannot teleport from either the left cavern or the gauntlet (although you seem to have teleported from the left cavern - so maybe a bug there).
    So far this is the only use of unmappable areas and no teleport areas; there is no use of no ESP areas yet.
    Yes, I used phase door to arrive into the labyrinth.

    I was able to phase door within the labyrinth, just not leave the labyrinth.

    Will I be able to TO hydras from within the labyrinth?

    Leave a comment:


  • AceRimmer
    replied
    Originally posted by archolewa
    No ESP areas is a thing someone implemented? *shudder* Feel free to put using those at the bottom of your priority list.
    Put me in the opposite camp. This is exactly the type of thing to keep the game spicy. I miss the old days when an adventurer felt that the dungeon is actively trying to kill you. Unmappable, un-ESP-able, hydras? Yup, that's the stuff.

    Leave a comment:

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