Current master post-4.2.2
Collapse
X
-
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! -
Another nice bug, which is actually hidden: books are never "known" (the "object_is_known" function used on a book will always return false unless it was bought from a store). This happens because the EASY_KNOW flag for books is on the object base, but is only transfered in finish_parse_object() while parsing object.txt. However books are now parsed from class.txt!
Fix: add
Code:kf_union(kind->kind_flags, kb_info[kind->tval].kind_flags);
Last edited by PowerWyrm; April 16, 2021, 17:03.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
-
"You cannot throw wielded items."
Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!“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 DeadComment
-
"You cannot throw wielded items."
Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!
Who wants to luzz your main weapon at that magma elemental when you meant to chuck a throwing axe?
Oops. Crush.Comment
-
I also think not being able to throw your equipped melee weapon is weird.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
-
The point being that if a necromancer is next to a lit monster, the light from the monster is enough to effect the necromancer, but apparently not enough to let a spell user "see". That's the inconsistency that I am seeing.Comment
-
While we're talking about lighting, I think it's weird that you can see the light on the outside wall of a lit room. Light shouldn't go through walls.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
-
Just spent ten minutes outside of a room. Thinking.
In the middle is a ring of speed.
The problem is what is around said ring, namely:
16 Pit Fiends (out of depth)
13 Horned Reapers
9 Gelugons
8 Osyluths
6 Bile Demons
5 barbazu
3 Hezrous
3 Lesser Balrogs
4 Mariliths
4 Nalfeshnees
5 Vrocks.
At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'
But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.
Edit: I bet the ring is a bloody mimic too...Comment
-
Just spent ten minutes outside of a room. Thinking.
In the middle is a ring of speed.
The problem is what is around said ring, namely:
16 Pit Fiends (out of depth)
13 Horned Reapers
9 Gelugons
8 Osyluths
6 Bile Demons
5 barbazu
3 Hezrous
3 Lesser Balrogs
4 Mariliths
4 Nalfeshnees
5 Vrocks.
At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'
But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.
Edit: I bet the ring is a bloody mimic too...Comment
-
But yes, I'm 99% certain I'm going to zap myself far, far away.
But the longer I look at it the more tempted I am to have a go. After all, there will always be more Half-Troll warriors, right?...Comment
-
- open client
- set tile size to 16x16
- use "l"ook command
- crash
In do_cmd_locate():
Code:int panel_hgt = (int)(PANEL_SIZE / tile_height); int panel_wid = (int)(PANEL_SIZE / tile_width); strnfmt(out_val, sizeof(out_val), "Map sector [%d,%d], which is%s your sector. Direction?", (y2 / panel_hgt), (x2 / panel_wid), tmp_val);
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
-
Also the sector displayed makes absolutely no sense...
It should start at [0,0] if you're in the northwesternmost panel and should be increased by 1 each time you move east or south from there. See MAngband code:
Code:/* Start at current panel */ y2 = p_ptr->panel_row; x2 = p_ptr->panel_col; /* Apply the motion */ y2 += ddy[dir]; x2 += ddx[dir]; /* Prepare to ask which way to look */ sprintf(out_val, "Map sector [%d,%d], which is%s your sector. Direction?", y2, x2, tmp_val); /* Set the panel location */ p_ptr->panel_row = y2; p_ptr->panel_col = x2;
Last edited by PowerWyrm; April 20, 2021, 10:36.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
Comment