Current master post-4.2.2

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  • Nick
    replied
    Originally posted by MattB
    Lol - thought so.

    But just being an artifact is worth 8, right? So you could never get a 7. Or am I reading it wrong?
    That's correct. The randart generation process is kind of like a sausage factory, you really don't want to examine it too closely.

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  • MattB
    replied
    Lol - thought so.

    But just being an artifact is worth 8, right? So you could never get a 7. Or am I reading it wrong?

    Leave a comment:


  • Nick
    replied
    Originally posted by MattB
    Now, I'm guessing that the crushing disappointment I felt means that Randart Creation is working exactly as [Nick] intended?
    Exactly

    The important part of the process is that the artifact is to be of power 7, which is almost the same as 0. So it was destined to be rubbish.

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  • MattB
    replied
    Imagine my Half-Trolls joy when he found an artifact ring on level 23.
    He cleared the little vault and triumphantly wielded... an artifact ring of adornment.

    The Band 'Saetir'
    Found lying on the floor in a vault at 1150 feet (level 23)

    Cannot be harmed by Lightning.
    I had a look at the randart log and this happened (dozens of times):

    >>>>>>>>>>>>>>>>>>>>>>>>>> CREATING NEW ARTIFACT
    Artifact 17: power = 7
    Creating Band
    ********** Evaluating for base item power ********
    Artifact index is 17
    the Band 'Saetir'
    Mult after extra might is 1
    After multiplying power for might, total is 0
    Adding 4 power for jewelry, total is 4
    Add 3 power for ignoring acid, total is 7
    Add 1 power for ignoring electricity, total is 8
    Add 3 power for ignoring fire, total is 11
    Add 1 power for ignoring cold, total is 12
    FINAL POWER IS 12
    Base item power 12
    Power too high!
    Then we get:

    Warning! Couldn't get appropriate power level on base item.
    Followed by:

    ********** Evaluating result of supercharge ********
    Artifact index is 17
    the Band 'Saetir'
    Mult after extra might is 1
    After multiplying power for might, total is 0
    Adding 4 power for jewelry, total is 4
    Add 3 power for ignoring acid, total is 7
    Add 1 power for ignoring electricity, total is 8
    Add 3 power for ignoring fire, total is 11
    Add 1 power for ignoring cold, total is 12
    FINAL POWER IS 12
    --- Supercharge is too powerful! Rolling back.
    Ability chosen was number: 67
    Adding ability: protection from fear
    ********** Evaluating artifact attempt ********
    Artifact index is 17
    the Band 'Saetir'
    Mult after extra might is 1
    After multiplying power for might, total is 0
    Adding 4 power for jewelry, total is 4
    Add 6 power for protection from fear, total is 10
    Add 3 power for ignoring acid, total is 13
    Add 1 power for ignoring electricity, total is 14
    Add 3 power for ignoring fire, total is 17
    Add 1 power for ignoring cold, total is 18
    FINAL POWER IS 18
    --- Too powerful! Rolling back.
    It now attempts to fit every possible ability in, which of course it can't, until we get this and it moves on.

    Warning! Couldn't get appropriate power level on artifact.
    New depths are min 12, max 24
    Power-based alloc_prob is 99
    <<<<<<<<<<<<<<<<<<<<<<<<<< ARTIFACT COMPLETED
    Number of tries for artifact 17 was: 200
    Now, I'm guessing that the crushing disappointment I felt means that Randart Creation is working exactly as [Nick] intended?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by DavidMedley
    How many monsters can neither move nor teleport? Can't be many past the initial molds, right?
    Among uniques, the unpronounceable Q and Wirulin, non-uniques, skull drujs come to mind.

    Leave a comment:


  • DavidMedley
    replied
    Originally posted by will_asher
    When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.
    How many monsters can neither move nor teleport? Can't be many past the initial molds, right?

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Small bug reported by the PWMAng community: you cannot macro "inscribe" command because the '{' symbol is reserved. For example, if you make a "{/a!d[Enter]" keymap to automatically inscribe your starting weapon so you don't accidentally drop it, it will work as long as you're playing, but if you close the game and restart it, the keymap will be changed to "^@".

    Fix: like for '^' and '[', allow the symbols to be escaped so that the "{/a!d[Enter]" keymap is translated to "\{/a!d[Enter]" when saving and back to "{/a!d[Enter]" when loading.
    Now fixed by backwardsEric in the latest release on the releases page.

    Leave a comment:


  • bughunter
    replied
    Originally posted by Werbaer
    It can still be pushed around by other monsters.
    Yea, some monsters are real bullies.

    Leave a comment:


  • Werbaer
    replied
    Originally posted by will_asher
    When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.
    It can still be pushed around by other monsters.

    Leave a comment:


  • will_asher
    replied
    When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.

    Leave a comment:


  • PowerWyrm
    replied
    Small bug reported by the PWMAng community: you cannot macro "inscribe" command because the '{' symbol is reserved. For example, if you make a "{/a!d[Enter]" keymap to automatically inscribe your starting weapon so you don't accidentally drop it, it will work as long as you're playing, but if you close the game and restart it, the keymap will be changed to "^@".

    Fix: like for '^' and '[', allow the symbols to be escaped so that the "{/a!d[Enter]" keymap is translated to "\{/a!d[Enter]" when saving and back to "{/a!d[Enter]" when loading.

    Leave a comment:


  • Nick
    started a topic Current master post-4.2.2

    Current master post-4.2.2

    The first bugfixes and improvements to 4.2.2 have now begun - almost completely thanks to backwardsEric. Latest version can be found on the release page (there is currently no macOS build for the very latest due to a Github error). Changes made:
    • Typos fixed in documentation
    • Improvements to build process
    • Some memory leaks plugged
    • Weight limit now updates correctly in inventory subwindow
    • Fixes to other inventory weight issues
    • Refilling of lanterns can be done from flasks in the quiver
    • Fix to sound not working on restart
    • Fix to web creation weirdness reported by Ugramoth
    • Fix crash on pressing enter in an empty quiver menu
    • Improvements to macOS tile display, should fix some of Bogatyr's issues with it
    • Attempt to fix various quiver issues
    • Big overhaul of how debug command code works
    • Display average damage for devices, spells and activations (thanks MarbleDice)
    • Improve cancelling of shapechanges (MarbleDice again)
    • Multiple other code improvements


    It is also worth noting here that rephial is no longer updating. Both nightly builds and official releases should be downloaded from the release page; they will also be available on angband.live. There will possibly be some more changes to Angband web presence coming some time (sorry for the vagueness).
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