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  • archolewa
    Swordsman
    • Feb 2019
    • 399

    #16
    Originally posted by will_asher
    It's very helpful to remember exactly where that spotted jelly or disenchanter mold is so you don't accidently step next to it again.
    Oh God yes. Especially when you're a Blackguard with Bloodlust active who accidentally steps next to a death mold. Lost one of my Blackguards that way...

    On that day I learned that Blackguards fear NOTHING. Except death molds. Terrible, horrifying death molds.

    Comment

    • MattB
      Veteran
      • Mar 2013
      • 1168

      #17
      Couple of minor glitches with the latest nightly (using Shockbolt if that's relevant):

      i) In town I have more than one downstair, although only one of them works. The number varies on each recall. Right now one of them is in the middle of the armoury - I kind of like that...

      ii) When I recall to town, the 'Overhead' term shows the old dungeon level drawn underneath the town. I'm using 'overhead' instead of 'Map' because 'Map' gives me unbearable flicker. Very minor, I know, but you did ask for bugs! (Also, I'm using multiple monitors if that makes a difference.)

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9338

        #18
        Originally posted by MattB
        Couple of minor glitches with the latest nightly (using Shockbolt if that's relevant):

        i) In town I have more than one downstair, although only one of them works. The number varies on each recall. Right now one of them is in the middle of the armoury - I kind of like that...

        ii) When I recall to town, the 'Overhead' term shows the old dungeon level drawn underneath the town. I'm using 'overhead' instead of 'Map' because 'Map' gives me unbearable flicker. Very minor, I know, but you did ask for bugs! (Also, I'm using multiple monitors if that makes a difference.)
        These both sound like tile problems - I've filed a bug.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • MattB
          Veteran
          • Mar 2013
          • 1168

          #19
          And this one's a dungeon generation issue. I had a cavern level with a Pac-Man section inserted in the middle. The only way out of the labyrinth was blocked with granite. There were no down stairs in my half of the map (I was playing forced descent so the upstairs weren't ay help.
          As it happens my H-T was quite capable of tunnelling through granite, and I had recall, but I might have been playing a gnome, or ironman. I assume it is not now considered policy to carry tunnelling ability?
          Not that it mattered anyway. Poor chap got vaporised by an Ancient Gold on the next level.
          Savefile attached if it helps.
          Attached Files

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9338

            #20
            Originally posted by MattB
            And this one's a dungeon generation issue. I had a cavern level with a Pac-Man section inserted in the middle. The only way out of the labyrinth was blocked with granite. There were no down stairs in my half of the map (I was playing forced descent so the upstairs weren't ay help.
            As it happens my H-T was quite capable of tunnelling through granite, and I had recall, but I might have been playing a gnome, or ironman. I assume it is not now considered policy to carry tunnelling ability?
            Not that it mattered anyway. Poor chap got vaporised by an Ancient Gold on the next level.
            Savefile attached if it helps.
            Yes, probably that shouldn't be blocked. Could you attach you randart file too? It should be in your archive directory, and called randart_00869a2b.txt.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • MattB
              Veteran
              • Mar 2013
              • 1168

              #21
              Sure - here you go.
              Attached Files

              Comment

              • MattB
                Veteran
                • Mar 2013
                • 1168

                #22
                Happened to me again today, but this time both entry points of the labyrinth section were blocked with granite. Again in the dlvl 20s.

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1168

                  #23
                  I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
                  The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
                  Is that intended?

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9338

                    #24
                    Originally posted by MattB
                    I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
                    The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
                    Is that intended?
                    Sure, why not?

                    It's maybe a slight anomaly, but I think it's arising out of the attempt to make throwing of stuff interesting. Maybe think of it as a reflection of how crap an unenchanted sling is.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1168

                      #25
                      Ah. That's exactly why I thought it would be worth making some preliminary enquiries
                      to see whether it is actually a bug or simply a wonderful, surprising piece of game design.

                      Comment

                      • MattB
                        Veteran
                        • Mar 2013
                        • 1168

                        #26
                        ...And I quite like the idea of carrying Belthronding around whilst stubbornly lobbing pebbles at my foes.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2940

                          #27
                          Originally posted by MattB
                          I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
                          The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
                          Is that intended?
                          The throwing code uses a complete different calculation than the shooting code and applies a "might" factor depending on the throwing object's weight. Usually thorwing something does way more damage than shooting it for some reason...
                          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

                          • wobbly
                            Prophet
                            • May 2012
                            • 2575

                            #28
                            From memory throwing works a little more like having multiple blows in the sense that it's multiplying the branded damage where as a shooter is adding to the brand multiplier.

                            Comment

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2940

                              #29
                              - create a Mage
                              - go to 100ft
                              - find a sleeping apprentice
                              - remove torch
                              - stand near the apprentice
                              - try to cast a spell

                              Result: "you cannot see" message.

                              Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).
                              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

                              • whartung
                                Adept
                                • May 2020
                                • 101

                                #30
                                Originally posted by PowerWyrm
                                Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).
                                Does this work against lit monsters?

                                In the necromancer thread, there was talk about not being able to cast spells well against lit monsters. Seems like the two should be related.

                                Comment

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