FAangband 2.0.1

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  • Sideways
    replied
    RFE: pressing Enter at the recall prompt should ask for confirmation before overwriting any existing recall point in the a) slot. (Overwriting existing recall points in other slots is probably fine, since it implies the player's picked a specific slot.)

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  • wobbly
    replied
    I'll start with 2 cosmetic issues:

    There's no easy way to see specialties on character dumps without looking through the history.

    It's not clear looking through the command list that +(alter grid) is the trap setting command.

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  • Nick
    replied
    Originally posted by Sideways
    The description for the Staff of the Winds' activation is also buggy (either that, or the activation itself is), it lists a radius-2 ball of force and a radius-6 ball of... unlisted?
    Yes, the description code wasn't ready for "ball of teleport"

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  • Sideways
    replied
    Randart discovery listings in the character history seem a bit buggy. I'm listed as discovering the Leather Sandals Golad twice, once when I actually discovered them and again when I took them off (or dropped them at home?); and for the Gloves Luinast the actual discovery isn't listed at all, the only listing's for when I took them from my home and threw them away.

    The description for the Staff of the Winds' activation is also buggy (either that, or the activation itself is), it lists a radius-2 ball of force and a radius-6 ball of... unlisted?
    Last edited by Sideways; October 19, 2021, 20:41.

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  • Sideways
    replied
    Great, thanks.

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  • Nick
    replied
    Originally posted by Sideways
    Another destruction-related save-corrupting crash, this time caused by Quaker hitting @. (This is not a direct continuation of the save from before, just another character with the same name.)
    OK, should be fine. This bug is possibly fixed in development now - by backwardsEric, of course.
    Attached Files

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  • Sideways
    replied
    Another destruction-related save-corrupting crash, this time caused by Quaker hitting @. (This is not a direct continuation of the save from before, just another character with the same name.)

    I also had the game give me "gruesome software bug" messages on ^X earlier (not on this level), although there was no visible problem in those cases besides the error message appearing.
    Attached Files

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  • Nick
    replied
    Originally posted by Sideways
    This is the special level where the Edain camped. The square immediately east of @ seems glitched, it acts like a wall but appears black on the map and is marked as an unknown grid.
    Thanks, it was a space instead of a dot in the template. The room code really should handle that situation more gracefully.

    EDIT: On looking at the code, it seems like it ought to be handling it gracefully. Will check.

    EDIT2: OK, I get it now.
    Last edited by Nick; October 18, 2021, 21:57. Reason: Baffled

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  • Nick
    replied
    Originally posted by Sideways
    Currently on another special level (battleground of the elements); and room areas are not treated as rooms for the purposes of illumination.
    Yes, that's because the whole level is treated as a big vault. You could regard this as a bug, I guess, but it would take some fixing.

    I will get to some of the other cascade of bugs arising from the competition before too long, too

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  • Sideways
    replied
    Currently on another special level (battleground of the elements); and room areas are not treated as rooms for the purposes of illumination.

    Leave a comment:


  • Sideways
    replied
    This is the special level where the Edain camped. The square immediately east of @ seems glitched, it acts like a wall but appears black on the map and is marked as an unknown grid.

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by Sideways
    backwardsEric: I think rCold was probably not known at the time, not 100% sure but it does seem like the likely explanation. The behavior of burning up getting identified with rCold remaining unidentified seemed a bit odd in itself; but from your post I suppose it's intended to work that way?
    I don't have particularly strong feelings either way, but Angband (and by extension FAangband 2) currently has learn-by-use for the curse runes so that learning one of the component flags/modifiers/elements of a curse will learn the curse if wearing the cursed item.

    Have a fix for Angband so the character sheet will properly display '?'s when the base object property is known but there's still curses with unknown properties. That'll likely need a bit of adjustment for FAangand's resistance logic.

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  • Sideways
    replied
    Nick: Thanks.

    backwardsEric: I think rCold was probably not known at the time, not 100% sure but it does seem like the likely explanation. The behavior of burning up getting identified with rCold remaining unidentified seemed a bit odd in itself; but from your post I suppose it's intended to work that way?

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  • Nick
    replied
    Originally posted by Sideways
    Corrupted savefile for Nick to look at (details of what happened in previous post).
    This should work. It's not clear what caused it, but it seems to be related to this Vanilla bug.
    Attached Files

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  • backwardsEric
    replied
    Originally posted by Sideways
    Edit: only the vFire from the burning up curse is reflected on the character sheet, the rCold is not.
    Do you remember if the rCold rune was known at the time? At least in Angband, learning one of the resistance runes while wearing the cursed item marks the "burning up curse" rune as known. If the other resistance is still unknown, it's showing up as '.' rather than '?' in the character screen (seems like a bug). Once the other resistance is known, it shows up properly as '+' or '-'.

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