FAangband 1.4
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I suspect Leon Marrick is responsible for Boots of Pitiless Torment - this will not come as any surprise to those familiar with his body of work. I merely aim to learn at the feet of the master... -
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The Complainer complains about caps that look like gloves ...
Fortunately they don't anymore. 
Also, that's just mean
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FAangband 1.4.2
Version 1.4.2 is now available from all the usual places (downloads page, variants tab). This is mostly a bugfix release, with also quite a bit of underlying code restructure as the whole V maintainer thing encourages me to align codebases as mush as possible.
One noticeable change is a better menu for choosing game modes (formerly known as birth options); the game also now moves from the splashscreen to the news screen without requiring a keypress. And The Complainer gets some new complaints
Bugs fixed include:- Object descriptions contain full curse and curse removal info
- Perfectly balanced weapons ID properly
- Player can no longer move through the lava unharmed by saying they don't want to
- Various issues with shapechange from chaos are fixed
- Some tile allocations have been corrected
- Trap visibility issues after amnesia fixed
- Door placement on dungeon generation works properly now (2-year-old bug finally fixed)
- Trap detect edge drawing updates immediately, and is complete
- Objects meant to be light (weight) now are, instead of giving permanent light
- Items bought from a store still show their curses once bought
- Trap setting can be chosen as an ability by warriors, rangers and druids again
- Detection animation doesn't leave map errors
I actually don't know of any remaining bugs
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All right, this is pretty funny. In fact, the traps remain detected after amnesia, and you can 'l'ook at them, even though you can't see them. So this may be a different bug to the other one, but certainly knowledge of traps needs examination.Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.Leave a comment:
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Thanks. I'm having trouble tracking this one down, and this gives me a starting point.Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.Leave a comment:
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Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.Leave a comment:
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Yay "undefined behavior".
EDIT: ... at least it didn't delete all the user's files.Leave a comment:
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Most likely yes. And optimization screw something and it overwritten some pointer maybe instead.Leave a comment:
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Excellent. thanks. I guess it survived because mostly it was running off the end of bonus_stat into bonus_other, and mostly that value was <6, so it rarely tried to overwrite.Leave a comment:
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I found an old bug in FAangband, also present in your last version
exactly the same in randart.c and jewel.c
I found it after it start giving segfault after upgrading to gcc 4.8Code:@@ -2836,8 +2836,8 @@ static void j_remove_contradictory(object_type *o_ptr) } for (i = 0; i < MAX_P_BONUS; i++) { - if ((o_ptr->bonus_stat[i] > 6) && (i != P_BONUS_SPEED)) - o_ptr->bonus_stat[i] = 6; + if ((o_ptr->bonus_other[i] > 6) && (i != P_BONUS_SPEED)) + o_ptr->bonus_other[i] = 6; } if ((o_ptr->flags_curse & CF_NO_TELEPORT) && ((o_ptr->activation = ACT_RANDOM_TELEPORT1) ||
I wonder how a code with such thing could have worked for such a long time without any troubles.Leave a comment:
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Would be awesome if you could find higher power ones, but upon a bit of reflection I'm sure it would unbalance the game later on. Found a nice ring with +1 INT and res confusion, sometimes cuts me but curing that is a first book spell so I'm all fine and dandy really. If I can make it past clvl 20 I'll post a dump.Leave a comment:
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They do help the early game, and make it so much more fun. I did at one point carry two swap staves, though, so I could recover more MP in a pickle, at the cost of some interface annoyance (swapping around the staves to recharge them after battle). I almost felt cheesy doing that, but ultimately decided it's a neat way to utilize available tools, and it's not like it's super effective throughout the entire game.
And on the wilderness/dungeon thing: Having died countless times in the mountains and forests, I actually felt comfort when reaching the dungeon.Last edited by Narvius; October 15, 2013, 19:48.Leave a comment:
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