[Announce] PosChengband 6.0.0 Released

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  • HugoVirtuoso
    replied
    Bug:
    Eric the Usurper and Old Man Willow can spawn outside of their respective town quests. If killed prior to their quests, they can still re-spawn in the quests as if nothing happened.

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  • TheQuest
    replied
    Chris, may I suggest some additions:
    • in pets menu rename "no breeding" to "pets do breeds?"
    • add "move to location" to pets menu so to command pets/summons to move to certain location to scout area, for example

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  • HugoVirtuoso
    replied
    Bug in 5.0.5 (probably in 6.0.0 too):
    When you enter dlvl 99 for the first time, there's no message to announce that the level is guarded by Oberon. The same bug when entering dlvl 100 for the first time - no message announcing you have to defeat The Serpent J.

    Those are common knowledge, but for announcement purposes, the official reminders should be displayed. Having played intensely for hours, one could easily forget that there would be Oberon / Serpent on the level

    --------------------------
    Different question:
    Does anyone know for sure if it is possible to attempt the Node quests in Zul while being a Skillmaster? Of course, there's one way to find out
    Last edited by HugoVirtuoso; March 25, 2017, 23:41.

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  • MITZE
    replied
    Museum Bug

    Items donated to the Museum are not automatically *identified*, nor are they *identified* upon e'x'amination.

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  • MITZE
    replied
    Shop Bug

    Shops now will keep worthless items in their inventory if you sell such things to them.

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  • HugoVirtuoso
    replied
    Originally posted by GenericPseudonym
    This is definitely just something in your autodestroyer settings. There's an option in some menu to see which rule matched the last item you destroyed, so you should be able to use that to see what's going on and which lines you need to change.
    You're right about that. Apparently, I somehow forgot how to use the auto-destroyer properly. Thanks

    FYI, PosChengband 6.0.0 has a game-breaking bug: re-loading 6.0.0 savefiles of characters (usually happens as soon as clvl 2!!!) completely freezes or causes eventual crash to desktop. In some cases, it crashes without an error message. I am using 64-bit Windows 10 Anniversary Edition.

    I have attached some version 6.0.0 savefiles for everyone to test. I posted regarding this severe bug in its own individual thread so it gets noticed more easily

    I did an on-screen recording of my thorough testing with the severe 6.0.0 bug:


    Crashes were mostly consistent once the clvl reached 2+ in Wilderness mode. Crashes happen in Lite Town too (pattern happens if you use the Lite Town from the '=' option). Game doesn't freeze if you use the Beginner option - I need to test that.

    Chris doesn't use his email anymore. How does one get ahold of him to FIX this horrible bug?

    There you have it - 6.0.0 is good for one-try attempts and that's it...because you won't know for sure if you'll be able use that savefile again!!!
    Attached Files
    Last edited by HugoVirtuoso; March 24, 2017, 07:47.

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  • GenericPseudonym
    replied
    Originally posted by HugoTheGreat2011
    Found numerous issues in 6.0.0:
    6) Auto-destroy tends to destroy average items way before clvl 35...don't know if this is the new default...or my auto-pickup prefs...or something got messed up
    This is definitely just something in your autodestroyer settings. There's an option in some menu to see which rule matched the last item you destroyed, so you should be able to use that to see what's going on and which lines you need to change.

    Leave a comment:


  • HugoVirtuoso
    replied
    Found numerous issues in 6.0.0:
    1) You cannot sell any wielded equipment at the stores or drop any wielded ones at your home!
    2) You can still escape from ambushes via '<' to the World Map if the nearby monster was 'sleeping' during that ambush -- yes, sleeping monsters can still show up during wilderness ambushes!!
    3) The 'incorrect wilderness tile centering' bug persists in 6.0.0. I (Hugo) recently encountered this during one time I finished the Thieves quest and during an ambush too. I managed to get either of these during live recordings with OBS. These will be uploaded onto YouTube when I get the chance.
    4) Wilderness bug: if you walk into an item while the screen scrolls simultaneously, message won't display what item is on the ground! -- DON'T KNOW if this happens in the dungeon too!! #4 *is* quite problematic
    5) The home screen has a minor bug: Top right corner says 'H' and that's it. It should say, 'Home', right?
    6) Auto-destroy tends to destroy average items way before clvl 35...don't know if this is the new default...or my auto-pickup prefs...or something got messed up
    7) If you're buying items at stores, shouldn't the game say, you now have 'x' 'y'? e.g., You now have 10 Potions of Cure Critical Wounds. This is also a problem when picking up items from the ground too!!! -- I no longer see that anymore....It would be convenient if the game tells you that...otherwise, players will be forced to remember to use 'i' to check inventory
    8) If you get 100% Martial Arts through the Skillmaster at clvl 1, the melee damage is pitifully low, barely around 10, compared to the 100% weapon skill counterparts at clvl 1!
    9) I also find the 'g'et command to get all on the ground to be a bit problematic. Looks streamlined, yes. But, I much prefer to go one-by-one on my pickups -- nevermind, I realized that I should then just disable the autopick option to fit my playstyle (this should be OFF by default, in my opinion)
    10) If you try to 'w'ield ammo while not having a quiver, you get a message saying, "Your quiver is full." --And again, message shows when quiver is not even wielded at all!!!
    11) 'Friendly' monsters like Lion Heart, for example (i.e., not actual pets) act like pets - i.e., they follow you around ...this is new in 6.0.0....
    12) Skilmasters with 100% in any of the melee categories still pseudo-ID equip items as only 'average' or 'enchanted'...whereas, they really should be able to pseudo-ID like Warriors...same applies to Warrior-Mages, I believe
    13) Potions at the Alchemy and Temple are not always grouped together. e.g. The Alchemy's (store '5') has a Potion of Restore Strength not in the same group as the other Restore stat potions.

    To see what I mean:


    14) Examination of items (via 'I' command) doesn't show inscriptions
    15) Using 's'ell command (as alternative to 'd'rop) and 'p'urchase command (as alternative to 'g'et) do not work at Home
    16) At GAME START for Weaponmasters, Message starts with 'You do not feel comfortable with your weapon.' before the starting weapon is auto-wielded
    Last edited by HugoVirtuoso; March 24, 2017, 08:25.

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  • HugoVirtuoso
    replied
    Originally posted by MITZE
    Is there a way to force a quest reward to be {average}?
    Why do you need quest rewards to be average, when they can be at least good?

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  • MITZE
    replied
    Creating/Editing Quests

    Is there a way to force a quest reward to be {average}?

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  • getter77
    replied
    Always good to see another major update land---cheers to that hard work.

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  • clouded
    replied
    Since it got buried in the last thread.

    Originally posted by elliptic
    (Posting here in hopes that chris sees it at some point... also, skillmasters are great!)

    As many here know, I play a modified version of poschengband with a bunch of changes (by me and several other people), most with fairly minor gameplay impact. The repository is at https://github.com/elliptic/elliposchengband. The git history is a bit messy because of merging and/or rebasing on new versions of poschengband as they are released, so I've organized the changes from vanilla poschengband into a changelog (for more details and proper attribution, see the actual commits):



    Anyway, I'd love to see some of these changes get into regular poschengband. Certainly I don't expect everything there to be accepted, but I imagine a decent number of them might be of interest. Personally I find a lot of the "interface" changes to be pretty substantial quality of life improvements, and I've been happy with the actual gameplay changes as well (e.g. clouded's new monsters are quite good).

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  • MITZE
    replied
    Game-breaking Bugs

    The game crashes when I try to load a save file; I'm playing a high-elf bowmaster.

    I also started up an amberite high-mage hexer (whose save file I can load), and when I try to learn a spell, I get the message "You have no books that you can read" despite having the first hex book and being able to study spells still.

    EDIT: Did a bit more messing around, and it looks like a fresh high-elf bowmaster doesn't have problems. Maybe it's something I picked up? Here's the save file in case it's wanted.

    Faradir.zip

    EDIT2: Did even more messing around, and I'm back to not being able to load the save file; whatever the problem is, it seems to occur after gaining a few levels.
    Last edited by MITZE; March 22, 2017, 11:21. Reason: Added an attachment, just in case its wanted

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  • Regalia
    replied
    Those are some awesome changes. And I'm even playing a ranged toon now. Off to restart in 6.0.

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  • TheQuest
    replied
    Thanks Chris for your work!

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