FAangband 0.3.0

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  • Psi
    replied
    Done some more testing. If I start a new character the 'C' screen works. However once I select a speciality it will then crash when I try to access it.

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  • Psi
    replied
    Originally posted by Nick
    OK, that's really annoying. I had some memory issues with the 'C' screen, but thought they were pretty much sorted; I suspect it's something to do with the way I've imported big chunks but not all of the V file/memory handling stuff. I guess the workaround is to save before hitting 'C'
    Hmmm... not sure that work around works. Started a new game, found an amulet, equipped it, save, 'C', crash, reload, 'C', crash, reload, 'C', crash... etc

    Game is unplayable for me

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  • Psi
    replied
    Originally posted by Nick
    OK, that's really annoying. I had some memory issues with the 'C' screen, but thought they were pretty much sorted; I suspect it's something to do with the way I've imported big chunks but not all of the V file/memory handling stuff. I guess the workaround is to save before hitting 'C'
    Damn I've done it again without thinking. Just found an excellent shield, equipped it and pressed 'C' and the game crashed

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  • Psi
    replied
    Originally posted by Nick
    I can't replicate that - I have three ways of getting right arrow on my laptop, and they all fired right (in both senses), as did the mouse. Maybe there's some wacky pref thing going on.
    Ok just started a new game to test this.

    Firing up and down is fine with cursor keys.
    Firing right fires down but...
    Firing left fires vaguely SE but below the diagonal! Very strange.

    I've just fired up 023 to compare and that works fine (this is all on XP btw)

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  • Nick
    replied
    Originally posted by Psi
    Autoroller - S doesn't simply restart any more (is that a feature rather than a bug?). Seems to be Esc now.
    S only restarts from the last birth screen; Esc anywhere takes you back one.

    Can't use cursor keys on spec screen.
    Yep, that's a bug - the spec screens need to be properly converted to menus (like, eg, recall points have), and I half did it. Then it went in the 0.3.1 pile with spellcasting and item selection.

    Fire object using right cursor key fires it down!
    I can't replicate that - I have three ways of getting right arrow on my laptop, and they all fired right (in both senses), as did the mouse. Maybe there's some wacky pref thing going on.

    Buying objects 'all' should equate to as many as you can afford if you can't afford all.
    Agreed. Imported wholesale and insufficiently checked from V

    I couldn't look at a mimic potion without resorting to targetting via the 'o' key which is possibly related to...
    Targetting does 'strange stuff' when trying to use cursor keys to move between selections.
    Yes, possibly *looks knowledgeable*. I have done very little (nothing?) to targetting this version, but I'll check all that and see if I can work out what's going on.

    I just found some excellent armour. Wore it and then tried to access char screen ('C') and the game crashed with a memory exception. Hadn't saved to that point so was very annoying.
    OK, that's really annoying. I had some memory issues with the 'C' screen, but thought they were pretty much sorted; I suspect it's something to do with the way I've imported big chunks but not all of the V file/memory handling stuff. I guess the workaround is to save before hitting 'C'

    This version was in some ways not as ready as I would have liked, but I thought it was worth getting the gameplay changes out to get some idea of how much rebalancing was needed. Keep the damn bug reports coming.

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  • Psi
    replied
    Sorry if these have been reported:

    Autoroller - S doesn't simply restart any more (is that a feature rather than a bug?). Seems to be Esc now.
    Can't use cursor keys on spec screen.
    Fire object using right cursor key fires it down!
    Buying objects 'all' should equate to as many as you can afford if you can't afford all.
    I couldn't look at a mimic potion without resorting to targetting via the 'o' key which is possibly related to...
    Targetting does 'strange stuff' when trying to use cursor keys to move between selections.
    I just found some excellent armour. Wore it and then tried to access char screen ('C') and the game crashed with a memory exception. Hadn't saved to that point so was very annoying.

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  • Nick
    replied
    Originally posted by Seany C
    Very minor display bug (apologies if it's already noted) - on items with a lot of properties (a stack of 3 HA spears, for example - ta, Boldor), the item properties won't fit on a 'normal' size main window when IDed, and pressing any other key takes you out of the ID screen, instead of, say, scrolling down...
    No, that one's new, thanks. I've found several others, though, like the right flags (Hold Life, etc) not always showing up on the 'C' screen, and shops only showing the correct details of the top one of a stack of rings of protection. Oh well, my 0.x.0 releases are always a bit buggy, I guess. And no gamebreakers yet.

    *crosses fingers*

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  • Seany C
    replied
    Very minor display bug (apologies if it's already noted) - on items with a lot of properties (a stack of 3 HA spears, for example - ta, Boldor), the item properties won't fit on a 'normal' size main window when IDed, and pressing any other key takes you out of the ID screen, instead of, say, scrolling down...

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  • Nick
    replied
    Quick sum up of other bugs I've found, so they don't need to be reported:
    • it seems to take a couple of keypresses to set or modify a monster trap, and a "Repeat 98" message appears when modifying - probably to do with the alter command;
    • bonuses are not always applied (or removed) properly when changing form one-handed to two-handed weapons and back again;
    • monsters that speak are saying stuff in non-ascii characters - either I have broken lib/file/bravado.txt or the changed file handling is causing a problem.


    And a note to myself - next time, playtest before release

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  • Nick
    replied
    Originally posted by Seany C
    That's interesting - the only squelch action I've made so far to toggle the option (is it "Squelch known worthless items"?) to 'yes' - so maybe that's setting all instances of object X to be squelched if the first one encountered is cursed?
    The only ways of setting anything to squelch should be by the squelch menus, or by answering s to a "Destroy x? [y/n/s]" question.So I'm really hoping that you destroyed the cursed ring with 's' and then forgot about it...otherwise it's a bug, and a very annoying one.

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  • Nick
    replied
    Originally posted by Seany C
    In terms of gameplay balance, the extra HP for a Druid are making it easier in the early stages (CL24, DL 27 in Amon Rudh) but not unbalanced-easy - I've been down to less than 20 HPs several times - and the balance between Druids and, say, Priests or Necros at that level feels about right so far.
    Good - I can't really work out why Druids were less than Priests in the first place.

    Interesting work with the Gravity Bolts - I'm not sure I like monsters being blinked away when I've got enough firepower to splat'em but it'll be handy as a combined offence/defence move on dangerous monsters...
    Excellent - this sounds like what I wanted Unresistable, but not without drawbacks.

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  • Nick
    replied
    Originally posted by AnonymousHero
    Yes, it does! And afterwards using keys seems to work fine.
    Good. I'm still mystified as to why a key didn't work. Let me know if anything else comes up.

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  • Seany C
    replied
    Originally posted by Nick
    Not exactly a bug - if you squelch rings of deadliness, they all get squelched, cursed or not. Currently quality squelching only deals with stuff you get a pseudo-id for - so weapons and armour. Eddie Grove is currently developing a squelch patch for vanilla which includes (IIRC) pseudo-id for some other stuff too, and I'll probably be putting that in when it's ready.
    That's interesting - the only squelch action I've made so far to toggle the option (is it "Squelch known worthless items"?) to 'yes' - so maybe that's setting all instances of object X to be squelched if the first one encountered is cursed?

    I'll probably turn the option off - IMHO, FAA doesn't have a big TMJ problem - less than earlier versions of V (dunno about recent versions) and not on the same order of magnitude as Z/ToME/etc...

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  • Seany C
    replied
    Originally posted by Nick
    ... and it may get worse. I don't know if you've seen the new vanilla shop interface, but I was planning to implement that, too - it didn't get in this time because (a) I wasn't sure if I wanted haggling to go and (b) it would have been potentially a lot of work getting the multiple towns, race-town probabilities etc in there, so it joined several other things in the "later" pile. As always, any opinions on this listened to politely

    Hmm, not actually played V since about 2.9.2 or so (I really should make time for it one day) - so no informed opinion on it yet...

    In terms of gameplay balance, the extra HP for a Druid are making it easier in the early stages (CL24, DL 27 in Amon Rudh) but not unbalanced-easy - I've been down to less than 20 HPs several times - and the balance between Druids and, say, Priests or Necros at that level feels about right so far.
    Interesting work with the Gravity Bolts - I'm not sure I like monsters being blinked away when I've got enough firepower to splat'em but it'll be handy as a combined offence/defence move on dangerous monsters...

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  • AnonymousHero
    replied
    Originally posted by Nick
    OK, macro_add is called by the X11-port function that turns X11 key events into angband keypresses. It looks like in your case the keypress is not being recognised as a normal keypress, and then the macro_add function is being called before macros are initialised - this is happening on the splash screen with the pretty ascii circle, right? Is there likely to be anything unusual about the way your system handles keyboard input?
    I shouldn't think so, it's a pretty standard X.org setup, no particular keyboard customization (well, except that I'm using a Danish keyboard layout).

    Does a mouse click work any better?
    Yes, it does! And afterwards using keys seems to work fine.

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