FAangband 1.4

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  • Nick
    replied
    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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  • HugoVirtuoso
    replied
    Originally posted by Mondkalb
    The Complainer complains about caps that look like gloves ... Fortunately they don't anymore.

    Also, that's just mean :
    That's just...sadistic.

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  • debo
    replied
    Originally posted by Mondkalb
    The Complainer complains about caps that look like gloves ... Fortunately they don't anymore.

    Also, that's just mean :
    From what I've learned thus far of him, these boots are sort of the perfect expression of Nick's personality and approach to game design.

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  • getter77
    replied
    Congrats on yet another release!

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  • Mondkalb
    replied
    The Complainer complains about caps that look like gloves ... Fortunately they don't anymore.

    Also, that's just mean :

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  • Nick
    replied
    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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  • Nick
    replied
    Originally posted by clouded
    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.
    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.

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  • Nick
    replied
    Originally posted by clouded
    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.
    Thanks. I'm having trouble tracking this one down, and this gives me a starting point.

    Leave a comment:


  • clouded
    replied
    Originally posted by Arralen
    Is trap detection with rods not 100% any more?
    Zapped a rod and detected a murder hole some 8 steps north from my position, then made 6 steps to the north and stumbled into a shimmering portal, which clearly should have been within the detection radius?!
    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:


  • AnonymousHero
    replied
    Yay "undefined behavior".

    EDIT: ... at least it didn't delete all the user's files.

    Leave a comment:


  • LostTemplar
    replied
    Most likely yes. And optimization screw something and it overwritten some pointer maybe instead.

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  • Nick
    replied
    Originally posted by LostTemplar
    I found it after it start giving segfault after upgrading to gcc 4.8
    I wonder how a code with such thing could have worked for such a long time without any troubles.
    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.

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  • LostTemplar
    replied
    I found an old bug in FAangband, also present in your last version
    exactly the same in randart.c and jewel.c
    Code:
    @@ -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 found it after it start giving segfault after upgrading to gcc 4.8
    I wonder how a code with such thing could have worked for such a long time without any troubles.

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  • Mr Mushroom
    replied
    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.

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  • Narvius
    replied
    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.

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