Angband 4.2.2
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Verify it still works when your currently wielded item drops on the floor.Leave a comment:
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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]
Leave a comment:
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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:
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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.Leave a comment:
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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.
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 happensLast edited by PowerWyrm; March 12, 2021, 08:03.Leave a comment:
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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.Leave a comment:
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Hounds of Tindalos should be evil (according to their description), and resist Disenchantment.Leave a comment:
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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:
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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:
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Yes, you will be able to teleport hydras away.Leave a comment:
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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).
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:
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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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