Current master post-4.2.2

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    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).
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #2
    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.
    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

    • will_asher
      DaJAngband Maintainer
      • Apr 2007
      • 1124

      #3
      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.
      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

      • Werbaer
        Adept
        • Aug 2014
        • 182

        #4
        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.

        Comment

        • bughunter
          Adept
          • Nov 2019
          • 141

          #5
          Originally posted by Werbaer
          It can still be pushed around by other monsters.
          Yea, some monsters are real bullies.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9637

            #6
            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.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • DavidMedley
              Veteran
              • Oct 2019
              • 1004

              #7
              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?
              Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                #8
                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.
                “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 Dead

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1214

                  #9
                  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?

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #10
                    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.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1214

                      #11
                      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?

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9637

                        #12
                        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.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          #13
                          Maybe change so that low power is treated the same as negative power and adds a couple good abilities and a couple curses?
                          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

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            #14
                            The original surely had negative and positive contributions--probably Helm of Gorlim.

                            Comment

                            • will_asher
                              DaJAngband Maintainer
                              • Apr 2007
                              • 1124

                              #15
                              Originally posted by DavidMedley
                              How many monsters can neither move nor teleport? Can't be many past the initial molds, right?
                              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.
                              Also, objects can also move when they're picked up by monsters, but they stay on the screen.
                              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

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎