FAangband 1.3

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  • Nick
    replied
    FAangband 1.3.1

    Version 1.3.1 is now the one on the download page, and also on the variants tab. Should be savefile compatible with 1.3.0, but back up when upgrading just to make sure. Many thanks to those who have reported bugs.

    Bugs fixed/improvements made:
    • Neaten object info (in dumps, etc)
    • Fix crash in command menu
    • Stop crashes when changing to ASCII in SDL
    • Fix regional map (it is now shorter range, but accurate)
    • Improve item origins
    • Remove some anomalies between wands and staves
    • Fix to UTF8 in html screen dumps
    • Make squelching from the ground more sensible
    • Fix bug with speed update when leaving water
    • Update Complainer
    • Fix some race heights and weights
    • Improve overhead map
    • Make 'no' answer work in stores
    • Redo Shockbolt tile flavours (especially potions)
    • Fix dungeon/compressed mode Nowhere Town bug


    Failed to find/fix/repeat:
    • Bug affecting use of numbers in keymaps
    • Telekinesis/arrow pickup not working properly when the pack is full
    • Odd line-of-sight or telepathy bug involving seeing into a distant room

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  • Seany C
    replied
    Stealth / aggravation issues

    Hmm, here's a slightly more annoying problem than usual. I'm running a CL40 Assassin with 20 Stealth - with and without 'Slip into the Shadows' spell, monsters wake up within a turn or two of e approaching within telepathy range. According to my chardump, I'm not wearing any aggravating equipment and ?RevealCurses indicates that all my equipment is fully identified... character sheet is here - http://angband.oook.cz/ladder-show.php?id=13677

    EDIT: Erm, actually, it was my new ring - I must have read my previous ?RevealCurses before putting the c) ring on. Oops. Move along, nothing to see here...
    Last edited by Seany C; November 8, 2012, 18:42.

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  • Derakon
    replied
    Originally posted by master.discord@gmail.com
    (I realize it is Angband and roguelikes by nature, but I guess I don't understand having Read, Wear, Quaff, Zap, and so on, when it seems like Use would be sufficient; the game could ask if more clarity were required.)
    Unified-use commands have a certain amount of support among the devs (and the way Nick boasts about his featureset, I wouldn't be surprised if FA has one, though it may not be well-advertised). But the specific-verb commands will stick around regardless because they're useful for avoiding fat-finger mistakes (e.g. accidentally drinking your Potion of *Healing* when you meant to read your Scroll of Identify).

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  • master.discord@gmail.com
    replied
    Having found my way into computer gaming a bit later than some, I find the ascii graphics a tad rustic for my taste, so I was thrilled to see that FAAngband uses tiles by default.

    Having fun, though the vast array of keypresses is simply unintuitive for me (had the same sorts of trouble with Dwarf Fortress) I'm getting the hang of it. Haven't found my first dungeon yet though. Died my first time out from a gray slime mold at level 1, but the second time I made it to 13 before a Mamba got me. Took a chance on an unidentified potion as I was about to die - turned out to be a green potion of Slime Mold Juice *blech* lol

    (I realize it is Angband and roguelikes by nature, but I guess I don't understand having Read, Wear, Quaff, Zap, and so on, when it seems like Use would be sufficient; the game could ask if more clarity were required.)

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  • Nick
    replied
    Originally posted by Seany C
    Some (non-artifact) amulets (haven't found it on a ring yet) can be dropped but can't be destroyed.
    Not a bug - things with the can't drop or can't take off curses also can't be destroyed. You can throw them away

    Staves generated by stores only have a standard amount for one staff (e.g. c. 32 for Object Detection) shared between a stack - so in a stack of 4, you only get 8 charges buying one. Individual staves generated in the dungeon seem fine.
    Fixed in development - there were actually a few staff bugs as a result of imperfect change from the O staff system to the V one.

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  • Seany C
    replied
    Very minor possible bugs:

    Some (non-artifact) amulets (haven't found it on a ring yet) can be dropped but can't be destroyed.

    Staves generated by stores only have a standard amount for one staff (e.g. c. 32 for Object Detection) shared between a stack - so in a stack of 4, you only get 8 charges buying one. Individual staves generated in the dungeon seem fine.

    Leave a comment:


  • Nick
    replied
    Originally posted by Seany C
    Sent (to the yahoo au address). A related annoyance is that opening the 'Copy of Laimegil' savefile (copied for bugtesting) overwrote the actual Laimegil savefile. I didn't lose any more than 20 mins play-time and one CL but I'm still perplexed as to how the two savefiles remained linked like that...
    I think on some platforms the game writes to a savefile named with the character's name - which is probably not good. I should check that.

    Leave a comment:


  • Seany C
    replied
    Originally posted by Nick
    That's really odd, and I have no idea. Could you send me a savefile?
    Sent (to the yahoo au address). A related annoyance is that opening the 'Copy of Laimegil' savefile (copied for bugtesting) overwrote the actual Laimegil savefile. I didn't lose any more than 20 mins play-time and one CL but I'm still perplexed as to how the two savefiles remained linked like that...

    Leave a comment:


  • Nick
    replied
    Originally posted by Malak Darkhunter
    I noticed that the (M) map is still screwed up, and not displaying the dungeon map properly, any idea when this will be fixed?
    It is fixed (or at least vastly improved) in development. I should be doing a bugfix release some time in the coming week.

    Leave a comment:


  • Nick
    replied
    Originally posted by Seany C
    Something beneficial but weird - my latest char (Green-Elf Assassin) appears to have developed partial telepathy, despite all equipment being identified and not confering telepathy. I'll post up a screenshot once I've worked out how to create a legit one...
    That's really odd, and I have no idea. Could you send me a savefile?

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  • Malak Darkhunter
    replied
    I noticed that the (M) map is still screwed up, and not displaying the dungeon map properly, any idea when this will be fixed?

    Leave a comment:


  • Seany C
    replied
    I wouldn't fret about the birth stat display, Nick - that's just flagrant pedantry on my part.

    Something beneficial but weird - my latest char (Green-Elf Assassin) appears to have developed partial telepathy, despite all equipment being identified and not confering telepathy. I'll post up a screenshot once I've worked out how to create a legit one...

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    * Nice possibly new feature - the 'M' map of the world is now scrollable - was that possible in previous versions?
    Awesome - I must have done this and forgotten! Or else Lost Templar did it. The wonders of getting old. That's really handy.
    OK, that's really quite embarrassing - mtadd did this feature for 1.2.7, and I included it in 1.2.8 (after a conversation on Github).

    Belated thanks, mtadd - much appreciated!

    Leave a comment:


  • Nick
    replied
    Originally posted by Seany C
    * The quick start option when respawning a dead char is great, but it displays the character as having 3 HP (the race/class bonus only) initially, which might put off new players;
    This turns out to be quite a subtle issue. The HP shown is the level 1 HP, which is wrong if the character is an advanced race. But having (for example) level 5 HP would require the stats to be at least partially rolled for, and the point of quickstart is to get exactly the same character. So the options are:
    1. Leave it as is;
    2. Have the HP rolled in the first part of character generation, so all quickstarted characters would keep that set of HP gains or
    3. Change the quickstart model so not everything stays the same.


    On the whole, I'm inclined to go with 1 (which is, coincidentally, easiest for me).

    Leave a comment:


  • debo
    replied
    Cocoa port = MEGA!

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