Unangband - some testing results

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  • Arralen
    replied
    Originally posted by Bandobras
    -- have you tried looking at the weapon in hand before it was identified?
    I Looked at it in the inventory, I think, but I didn't Wield it .. most likely the cursed flag would have made itself more obvious then

    .. but at least in beta2 you shouldn't see (-38) pvals so often.
    Really hope so, got another (-36) for a somthing of intelligence or something like that .. hit "k", *letter*, "enter" faster than I could memorize what is was, obviously.

    Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some % chance ?!

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  • Arralen
    replied
    Boots of Poison ?!?!
    .. do "3x damage from poison" .. is that extra poison damage if I throw them at someone? Doesn't make that many sense to have that modifier on boots IMHO (Though I somehow think has been reported before ..)

    Iron Helm (Glowing)
    ?Gauging it revealed only [5,+7] and it stayed <unusual> .. IDing in the shop turned it into "Iron Helm (Glowing)", but Inspecting does not tell anything about what glowing does ? (didn't notice any change in light radius ..)

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  • Bandobras
    replied
    Originally posted by Anne
    And exactly what objects should the bag hold?
    What you said plus all kinds of useful containers, such as Bottles and Flasks, all kinds of ropes and then some. However, only the torches are treated specially, because only they have charges and they are remembered using a hack of some obscure kind. So I'd say, with torches you have the best chance of another free 100gp.

    Originally posted by Arralen
    Bag of Supplies
    It doesn't crash any more in stores etc. and generally seems to work fine
    I'm glad...

    =Arralen;5669 Haven't figured out how to use them
    As Pete says, you can 'F'ill them from fountains, but also from potions and probably other things. No clue how much good it does to you, nor if all fountains are identified (some are).

    Originally posted by Arralen
    It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
    - Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
    - Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .
    Yeah, pseudo-ID needs a big overhaul in 0.6.3. It started very smart and subtle and then was extended absent-mindedly to cope with new features. There is already the feature/bug that you don't see pvals in shops and perhaps also on the floor --- have you tried looking at the weapon in hand before it was identified? I've appended your report to the bug; not sure how much will be ever fixed in the 0.6.2 line, but at least in beta2 you shouldn't see (-38) pvals so often.

    Originally posted by Arralen
    I always thought that only player-set traps work on monsters in (Un)Angband ?!
    I did, too, though I've not seen the code. But you know, Un has 4th generation AI, so who knows what brews under the hood...

    * Takkaria: you can now diff your options.c and ours options.c and a few of the options that are removed from your options[OPT_MAX] do nothing in V.

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  • Arralen
    replied
    Yeah, I know, I always had fun with fountains in TOME/Theme and Adom .. but I dunno what to do with those empty bottles in UN. Speaking of ADOM .. another fun thing was to lure monsters onto traps ..

    Traps - work on monsters?
    Since when do traps work on monsters? Recently, I got:
    "You hit the Spectral warrior.
    You have destroyed the Spectral warrior.
    You have found a trap.
    The Fast Weir is dazed."
    I havn't moved after the kill, it was still the very same turn, and the Weir was standing on the gas trap when I discovered it - 2 squares away from me and right on the edge of the non-sensed area. I always thought that only player-set traps work on monsters in (Un)Angband ?!

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  • Pete Mack
    replied
    you can fill empty bottles from fountains. I can't remember how they work in UnAngband, but in ToME you can't tell what is in a fountain without (a) filling a bottle or (b) taking a potentially dangerous sip.

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  • Arralen
    replied
    Bag of Supplies
    It doesn't crash any more in stores etc. and generally seems to work fine .. but I only tested with oil, spikes and empty bottles. Haven't figured out how to use them, and threw away an empty phial (or something like that) instead of trying if it fits into the bag too, though.

    Cursed Ego Items
    It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
    - Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
    - Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .
    Last edited by Arralen; February 20, 2008, 20:22.

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  • Anne
    replied
    So far, my current bag has only held flasks of oil and no problems there, so I'll switch to something else next. Have you heard of any problems with objects other than torches?

    And exactly what objects should the bag hold? I've carried a good variety of objects, but nothing other than torches, oil, and spikes seem to go into it so far. I'd like to test with everything it carries, if possible, to see how they each act.

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  • Bandobras
    replied
    Originally posted by Anne
    I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it?
    Well, generally have fun with it.

    There is one bag crash reported that I cannot reproduce. If you can get any crash with a bag, by some chance, any info would be very welcome. If you cannot, I may assume the bug is fixed (e.g. misreported from an older version).

    What is still unclear about the breeding/collapsing torches inside a bag is why the bug appears only in some cases. In particular, any sure way of reproducing it, with a savefile, would be very valuable.


    * Takkaria: the star was actually a wildcard. I don't remember the unused options, but I've done 'rgrep option_name src/' on every one of them and a few didn't show any hits outside of 'options.*' in V (but some of them appear in Un and the other way around ;-). Sorry for not writing them down, but that was the 10th long rgrep session that night and I'm still not done....
    Last edited by Bandobras; February 18, 2008, 12:34.

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  • Anne
    replied
    I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it? Any specific information that would be helpful to you?

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  • takkaria
    replied
    Originally posted by Bandobras
    The first is already fixed (due to somebody's forum reports on similar issues), the second I'll fix before beta2, which will probably be out next weekend (the work with adopting V options turns out to be huge, though rewarding; BTW there are a couple of unused options in V options.*).
    I think that star was going to refer to a footnote, but it's hard to tell. Do feel free to elaborate!

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  • Bandobras
    replied
    Originally posted by Anne
    A couple more very minor problems with spell descriptions.
    The first is already fixed (due to somebody's forum reports on similar issues), the second I'll fix before beta2, which will probably be out next weekend (the work with adopting V options turns out to be huge, though rewarding; BTW there are a couple of unused options in V options.*).

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  • Anne
    replied
    A couple more very minor problems with spell descriptions.

    Spell of Temporary Displacement - there seems to be some miscoding here because there's a partial line that starts before and runs into the real description.
    Typed exactly as it appears:
    "for 1d10+10 turnsWhen cast, it marks this grid as a destination for later return and teleports you away for 20 distance on average."

    The song of Charm Person: "When cast, it charm elves, dwarves, humans, orcs, trolls, or giantss one target for 1 power."

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  • Anne
    replied
    An old joke though, already recorded on Berlios.
    Definitely my favorite one so far. lol

    You may actually get a bit of a rest from my reports over the next few days. I'm not likely to be home much. And you're very welcome as always.

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  • Bandobras
    replied
    Originally posted by Anne
    "You fuel the lamp. You unstack your lantern."
    OK, fixed, together with "You combine your torches". These are all artifacts from the times items with different charges did not combine.

    Originally posted by Anne
    From there, trying to fuel didn't work - the 1 fuel left in the extras didn't reduce to 0 and my wielded lantern did not gain.
    Sounds logical --- the last drop of oil is smeared across both the lamps. But the fun continues: you can suck this last drop ad infinitum, filling your other lantern eventually. Moreover, if you drop one of the lanterns, the magic stops, you get to 0 fuel in one go. I'm to lazy to file a bug report --- let's leave it for newbies to wonder until the fueling code is rewritten due to a refactoring or something.

    Originally posted by Anne
    Wand of Trap/Door Destruction: "When aimed, it creates a powerful bolt to remove doors from your enemies. When set in a trap, it removes doors from one target." Okey-doke, if I happen to see any monsters walking around holding doors in front of them, that will come in handy... lol
    ;DDD An old joke though, already recorded on Berlios.

    Originally posted by Anne
    And this one might be related to the Gauge Magic thing we discussed earlier or it might be normal -
    Today I sold 28 Iron Shots (1d4) (+0,+0) {uncursed} for 1596 gold. I had used Gauge Magic on them earlier. When they appeared in the shop, there was apparently nothing special about them, and the shopkeeper glared at me. Is that supposed to happen sometimes, where if the shopkeeper sees something like {uncursed} he might pay a higher price on the grounds that there might be something special about it?
    That sounds ugly. Gauge Magic does not discover ego powers, so they could be excellent, though at (+0,+0) it's very unlikely. And I've actually reproduced this for ordinary ammo and fixed it in SVN, I hope. Thank you, as usually.

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  • Anne
    replied
    A few more things from the last couple of days:

    I was wielding a lantern and had two other lanterns in my inventory. I fueled my lantern from the extras, and the game told me "You fuel the lamp. You unstack your lantern." But rather than unstacking them, it looked as if it had taken an equal amount of fuel from each lantern. I repeated it several times, and the extras did not unstack - they remained stacked and their fuel kept reducing until it was a stack of 2 lanterns with 1 fuel in each. From there, trying to fuel didn't work - the 1 fuel left in the extras didn't reduce to 0 and my wielded lantern did not gain.

    Wand of Trap/Door Destruction:
    "When aimed, it creates a powerful bolt to remove doors from your enemies. When set in a trap, it removes doors from one target." Okey-doke, if I happen to see any monsters walking around holding doors in front of them, that will come in handy... lol

    And this one might be related to the Gauge Magic thing we discussed earlier or it might be normal -
    Today I sold 28 Iron Shots (1d4) (+0,+0) {uncursed} for 1596 gold. I had used Gauge Magic on them earlier. When they appeared in the shop, there was apparently nothing special about them, and the shopkeeper glared at me. Is that supposed to happen sometimes, where if the shopkeeper sees something like {uncursed} he might pay a higher price on the grounds that there might be something special about it?

    Leave a comment:

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