FAangband 1.2

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  • Atriel
    replied
    Hey Nick =]

    Found another bug

    The key to de-shapechange is assigned to 'list viewable objects', so I am currently stuck as a Dragon, without amulet.

    Leave a comment:


  • Nick
    replied
    Originally posted by Atriel
    Came by another bug:

    Killed Creeping adamantite Coins, it drops "6xx adamantite coins", I move over the coins, they aren't picked up automatically. Then, I [G]et them, but they go to slot A of the inventory instead of going to gold stash; Couldn't drop them - unselectable on [d], but it looked like " a) 645 adamantite coins" on the inventory. I WOR, tried to sell them to some store, and the game crashed.

    BTW, I killed it with a bow, in "fleeing" status. Dunno if it could be this. Didn't came to this bug killing other shallower coins. Also, it was the first Creeping Adamantite Coins i've came by ^^
    Thanks - this has been reported before, but the detail you give might help me to track it down.

    Leave a comment:


  • Atriel
    replied
    Came by another bug:

    Killed Creeping adamantite Coins, it drops "6xx adamantite coins", I move over the coins, they aren't picked up automatically. Then, I [G]et them, but they go to slot A of the inventory instead of going to gold stash; Couldn't drop them - unselectable on [d], but it looked like " a) 645 adamantite coins" on the inventory. I WOR, tried to sell them to some store, and the game crashed.

    BTW, I killed it with a bow, in "fleeing" status. Dunno if it could be this. Didn't came to this bug killing other shallower coins. Also, it was the first Creeping Adamantite Coins i've came by ^^

    Leave a comment:


  • Nick
    replied
    Originally posted by Atriel
    1. When using standard roller, "enter" doesn't work to continue when creating a new character o.o

    2. In the options, the "?" key didn't bring the help file, but I fixed that by renaming "optdesc.txt" to "option.txt" =]
    Thanks for those. There should be a version 1.2.11 (or possibly 1.3) out in the next few weeks. I hope.

    Leave a comment:


  • Atriel
    replied
    2 Minor bugs

    1. When using standard roller, "enter" doesn't work to continue when creating a new character o.o

    2. In the options, the "?" key didn't bring the help file, but I fixed that by renaming "optdesc.txt" to "option.txt" =]

    Keep it up, Nick =]

    Leave a comment:


  • Nick
    replied
    Originally posted by tg122
    At one time, FAngband Paladins did have the pointy pentalty. However, after going back and checking, I now realize that the last version that had the pointy penalty for Paladins was 1.03. Despite the fact that the penalty is not applied, they still do have the "blessed fighter" ability in the abilities screen, which says that they are not comfortable with edged weapons unless the weapon is blessed.
    The current specialty text for Blessed Fighter is:
    You fight better with blessed weapons (Paladin). You are not comfortable with edged melee weapons, unless they have been Blessed (Priest).
    So Paladins get a bonus for blessed weapons, Priests get the pointy penalty. It was one of Lost Templar's ideas that I pulled in.

    Really splitting into two separate specialties would be neater.

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  • tg122
    replied
    At one time, FAngband Paladins did have the pointy pentalty. However, after going back and checking, I now realize that the last version that had the pointy penalty for Paladins was 1.03. Despite the fact that the penalty is not applied, they still do have the "blessed fighter" ability in the abilities screen, which says that they are not comfortable with edged weapons unless the weapon is blessed.

    Leave a comment:


  • Derakon
    replied
    Paladins have never had a pointy penalty in any Angband variant (nor in the base game), as far as I'm aware.

    Leave a comment:


  • tg122
    replied
    Hello, I noticed that Paladins can use edged weapons without a penalty. Was the edged weapon penalty removed for Paladins or is this a bug?

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    Noticed a few bugs I haven't seen mentioned:

    Hitting ESC in the help menus can crash the game on my computer (Windows 7).
    Yes, I found that one too. I'm planning to move to a proper menu system for the help files.

    When asked whether I want to purchase in shops, hitting n actually purchases the item.
    Confirmed. A work around is to hit Escape instead of n.

    Shapechange for Beorning is listed as ] in their description. However when I press it, it lists items & I can't locate a different key in the keybindings.
    That's a bad one. Current workaround is, um, don't shapechange.

    Thanks for the reports. I'll try to get a bugfix out soon.

    Leave a comment:


  • wobbly
    replied
    Noticed a few bugs I haven't seen mentioned:

    Hitting ESC in the help menus can crash the game on my computer (Windows 7).
    When asked whether I want to purchase in shops, hitting n actually purchases the item.
    Shapechange for Beorning is listed as ] in their description. However when I press it, it lists items & I can't locate a different key in the keybindings.

    Leave a comment:


  • Nick
    replied
    Originally posted by LostTemplar
    It also looks terrible by default on windows (big tile option is on), so default prefs/options needs update. I mean if someone download it and run first time, and get this terrible picture, he is unlikely to ever run it again.
    Yeah, V has an update that I need to pull in which improves that.

    Leave a comment:


  • LostTemplar
    replied
    Well at least it is still in pref files in 1.2.10 then.

    It also looks terrible by default on windows (big tile option is on), so default prefs/options needs update. I mean if someone download it and run first time, and get this terrible picture, he is unlikely to ever run it again.
    Last edited by LostTemplar; May 21, 2012, 22:09.

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  • Nick
    replied
    Originally posted by LostTemplar
    Currently it is possible to set a symbol for an "invisible trap" feature from visual menu, it seems strange, maybe normal floor symbol should be used instead.
    Not in 1.2.10, I don't think - traps aren't terrain features any more.

    Leave a comment:


  • LostTemplar
    replied
    Currently it is possible to set a symbol for an "invisible trap" feature from visual menu, it seems strange, maybe normal floor symbol should be used instead.

    Leave a comment:

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