[Un] Unangband 0.6.2-gold2 released

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  • Bandobras
    Knight
    • Apr 2007
    • 726

    #91
    Thank you. I've added this information to the bug report on Berlios. UnFortunately I cannot now work on it now (I've moved do Paris and to a new work). Anyway, thank you and keep crashing.

    Comment

    • andrewdoull
      Unangband maintainer
      • Apr 2007
      • 872

      #92
      Originally posted by Bandobras
      Thank you. I've added this information to the bug report on Berlios. UnFortunately I cannot now work on it now (I've moved do Paris and to a new work). Anyway, thank you and keep crashing.
      I've added what should be the fix to the gold branch. I'll compile and release a new binary tonight.

      Andrew
      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
      In UnAngband, the level dives you.
      ASCII Dreams: http://roguelikedeveloper.blogspot.com
      Unangband: http://unangband.blogspot.com

      Comment

      • andrewdoull
        Unangband maintainer
        • Apr 2007
        • 872

        #93
        Originally posted by andrewdoull
        I've added what should be the fix to the gold branch. I'll compile and release a new binary tonight.

        Andrew
        Could anyone interested in testing the new release please try http://prdownload.berlios.de/unangba...gold2a-win.zip and see if this fixes Arralen's bug?

        If I get positive reports back, I'll be turning this into gold3 when I include a couple of compile bug fixes for other platforms.

        Andrew
        The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
        In UnAngband, the level dives you.
        ASCII Dreams: http://roguelikedeveloper.blogspot.com
        Unangband: http://unangband.blogspot.com

        Comment

        • Arralen
          Swordsman
          • May 2007
          • 309

          #94
          .. sorry, but ..

          I think you'll have a look at this once more...
          .. no, I actually didn't get to crash, because I couldn't motivate myself to play that far, because:

          - There's no colour formatting in equipment/inventory using term-1/term-2 and shops and maybe somewhere else I didn't notice.
          edit: in monster recall it doesn't work right as well, but monster list and main window seem to work ok.

          - I'm wielding a dagger (0/0) in my off-hand with speciality dual wield, and every 3 hits I get
          ( not showing up in the message log: )"It is balanced for throwing.-more-
          ( showing up in the message log: )You feel you know the Dagger you are using in your off-hand better ..."

          - in Maggots cellar, trees turn into impassable treetrunks upon searching or resting/blocking next to them, with the message "The tree trunk blocks your way" ..


          older bugs I just want to mention:
          - Window setting "Display player (compact)" does not work, gives same kind of stat output as the main window, but nothing 'bout that is "compact"
          - Subwindow display settings are not written to PRF file (or do not load from PRF file when starting new char)
          - Base delay factor is not written to PRF file (or does not load from PRF file when starting new char)
          Last edited by Arralen; January 25, 2009, 03:47.
          No, I don't have a clue 'bout C, and I'm not starting my own variant.
          Never. Ever.

          Comment

          • andrewdoull
            Unangband maintainer
            • Apr 2007
            • 872

            #95
            Originally posted by Arralen
            I think you'll have a look at this once more...
            .. no, I actually didn't get to crash, because I couldn't motivate myself to play that far, because:

            - There's no colour formatting in equipment/inventory using term-1/term-2 and shops and maybe somewhere else I didn't notice.
            edit: in monster recall it doesn't work right as well, but monster list and main window seem to work ok.
            Thanks. I guess I'd better start testing with terms.

            - I'm wielding a dagger (0/0) in my off-hand with speciality dual wield, and every 3 hits I get
            ( not showing up in the message log: )"It is balanced for throwing.-more-
            ( showing up in the message log: )You feel you know the Dagger you are using in your off-hand better ..."
            Will be fixed in the next new version.

            - in Maggots cellar, trees turn into impassable treetrunks upon searching or resting/blocking next to them, with the message "The tree trunk blocks your way" ..
            This is expected behaviour. You've noticed that what looked like a tree trunk you could move through is actually impassable.


            older bugs I just want to mention:
            - Window setting "Display player (compact)" does not work, gives same kind of stat output as the main window, but nothing 'bout that is "compact"


            This is a legacy from some Angband code which allowed you to put the player stats in a separate term.


            - Subwindow display settings are not written to PRF file (or do not load from PRF file when starting new char)
            - Base delay factor is not written to PRF file (or does not load from PRF file when starting new char)
            [/quote]

            Again, I'll tidy this up in the next full release.

            I think the approach I'll take here is rather than worry about another intermediate release, just work on getting 0.6.3 out the door sooner.

            Andrew
            The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
            In UnAngband, the level dives you.
            ASCII Dreams: http://roguelikedeveloper.blogspot.com
            Unangband: http://unangband.blogspot.com

            Comment

            • Arralen
              Swordsman
              • May 2007
              • 309

              #96
              ... some more quicknotes from letting the RNG inspire me with random chars .. :

              Dunadan/Artisan/Ring-Specialist misses some starting spellbooks:
              Actually, only option a) Wizardry and d) Druidry seem to work.

              Artisan gets maybe too much starting size?
              "5" is more than any other class, and maybe a bit much e.g. for a female ring-specalist (=jeweller), isn't it?

              -
              Last edited by Arralen; February 17, 2009, 19:17.
              No, I don't have a clue 'bout C, and I'm not starting my own variant.
              Never. Ever.

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #97
                Artisan gets maybe too much starting size?
                "5" is more than any other class, and maybe a bit much e.g. for a female ring-specalist (=jeweller), isn't it?
                Actually it's the other melee-oriented classes that get too little, in my humble opinion. My memory has holes in it, but I think Artisans don't have good starting offensive magic, missiles nor throwing, so they are melee-oriented. It would mean the rings or any other specialities are meant to help melee (as is the case for ringbearer warriors that get one more swing only when wearing any ring (even cursed one )). But of course it depends if by Artisan we mean a merchant-brawler or martial artist or a warrior with an artist's soul or an weapon and armour-forging warrior or...

                Comment

                • Arralen
                  Swordsman
                  • May 2007
                  • 309

                  #98
                  Ring specialists: 3rd ring replaces shield - WAD ?!
                  Totally forgot to mention: The 3rd ring uses the "off-hand" slot - and thereby replaces the shield (or is replaced by the shield, if it is equipped again).
                  Yet, you can wield 2-handed weapons just fine ... is this WAD, and therefore really should be mentioned in the description, or an oversight?


                  Amulet specialists: not there at all ?!
                  I guessed that those should have the very same problem, but yet I have to find a race/class combination that actually gives me the choice to be an amulet specialist ... therefore no way I could test this ...
                  I'm pretty shure this is not WAD
                  No, I don't have a clue 'bout C, and I'm not starting my own variant.
                  Never. Ever.

                  Comment

                  • Bandobras
                    Knight
                    • Apr 2007
                    • 726

                    #99
                    Originally posted by Arralen
                    Ring specialists: 3rd ring replaces shield - WAD ?!
                    Totally forgot to mention: The 3rd ring uses the "off-hand" slot - and thereby replaces the shield (or is replaced by the shield, if it is equipped again).
                    Yet, you can wield 2-handed weapons just fine ... is this WAD, and therefore really should be mentioned in the description, or an oversight?
                    It's intentional with the shield. Also, any off-hand weapon replaces it. Probably unintentional with the 2-handed weapon, but it sounds logical. Yes, the documentation needs help! Could you propose what exacly add where in the description?

                    I've forgotten: what is a WAD?

                    Originally posted by Arralen
                    Amulet specialists: not there at all ?!
                    I guessed that those should have the very same problem, but yet I have to find a race/class combination that actually gives me the choice to be an amulet specialist ... therefore no way I could test this ...
                    I'm pretty shure this is not WAD
                    It's independent of the race. If there is really not class to allow that, that's a bug. But I must have tested it a while ago, when I introduced the amulet in off-hand slot feature...

                    Comment

                    • Arralen
                      Swordsman
                      • May 2007
                      • 309

                      WAD
                      "Working as designed" ..

                      Ring specialist <=> shield usage
                      If you're really going to keep it that way, I would suggest changing the styles.txt like this:
                      "They can also wear three rings at once a third ring in place of their shield and activate the magic of some rings with greater power."


                      Amulet speciality - and who gets it
                      I'm sorry, must have overlooked them: Mage, Thief, Archer, Shaman, Warrior Mage - this selection seems rather arbitrary to me.
                      Btw., ring speciality is available to Warrior, Mage, Artisan, Thief, Bard and Warrior Mage ... not much better, IMHO.

                      styles.txt is doubly missleading in stating "They can also wear a second amulet (add: in place of a shield) and activate the magic contained in their amulets for bigger effect. Fighters are known to set up amulets as an extra protection for their chests. (I'm not sure what is meant here, but I tested with an archer and couldn't find any effect on AC ..)

                      All in all, I'm not sure if the amulet/ring speciality is "worth it" at all like it is now: At first, most shields are better then rings of the same depths, especially when resistances are concerned - and there's always that critical hole to plug. Auto-ID of rings/amulets ain't worth much, either, because the different IDs are generally plentyful, and pseudo-ID helps out quite some time, too.
                      If the improved activations are more useful I do not know, because the RNG always kills off my chars before they find a marginally good ring, of course ...
                      No, I don't have a clue 'bout C, and I'm not starting my own variant.
                      Never. Ever.

                      Comment

                      • Bandobras
                        Knight
                        • Apr 2007
                        • 726

                        Originally posted by Arralen
                        WAD
                        "Working as designed" ..
                        Oh, thanks. A very useful abbreviation.

                        Originally posted by Arralen
                        Ring specialist <=> shield usage
                        If you're really going to keep it that way, I would suggest changing the styles.txt like this:
                        "They can also wear three rings at once a third ring in place of their shield and activate the magic of some rings with greater power."
                        I back you up on this one.

                        Originally posted by Arralen
                        Amulet speciality - and who gets it
                        I'm sorry, must have overlooked them: Mage, Thief, Archer, Shaman, Warrior Mage - this selection seems rather arbitrary to me.
                        Btw., ring speciality is available to Warrior, Mage, Artisan, Thief, Bard and Warrior Mage ... not much better, IMHO.
                        Agreed, some of the specialty choices feel a bit random to me, too.

                        Originally posted by Arralen
                        styles.txt is doubly missleading in stating "They can also wear a second amulet (add: in place of a shield) and activate the magic contained in their amulets for bigger effect. Fighters are known to set up amulets as an extra protection for their chests. (I'm not sure what is meant here, but I tested with an archer and couldn't find any effect on AC ..)
                        I'm quite sure it's there, but perhaps triggered at higher levels (and then some more at even higher levels). Agreed it should be visible at once, e.g. a +5AC boost at level 1 in addition to the bonuses for higher levels.

                        Originally posted by Arralen
                        All in all, I'm not sure if the amulet/ring speciality is "worth it" at all like it is now: At first, most shields are better then rings of the same depths, especially when resistances are concerned - and there's always that critical hole to plug. Auto-ID of rings/amulets ain't worth much, either, because the different IDs are generally plentyful, and pseudo-ID helps out quite some time, too.
                        If the improved activations are more useful I do not know, because the RNG always kills off my chars before they find a marginally good ring, of course ...
                        Mostly agreed, except the unique ability to wear all three Elven rings at once. (BTW, it would be nice to make an artifact set out of them.) But it's now added mostly for role-playing and if you have some flavourful ideas of balancing it, please go ahead. But is has to be quite unique, e.g. warriors get extra blows with rings, but mages shouldn't, if not for flavour then because they don't benefit from extra blows nearly as much (currently mage-like ring-bearers are much weaker than their warrior counterparts).

                        Comment

                        • Arralen
                          Swordsman
                          • May 2007
                          • 309

                          Dunno if I mentioned this already .. this happens if I try to load a savefile from unangband062b2win into gold2 ...
                          Code:
                          Error 1 in line 15 of file 'H:\....\pref\font-xxx.prf'-mor
                          
                          Loading a 0.6.2.7 savefile...
                          Restoring Dungeon...
                          
                          ==== more-ing ====
                          Parsing 'S:0x00:0x00/0x2A'-more-
                          Game/char seems to run fine, though.
                          No, I don't have a clue 'bout C, and I'm not starting my own variant.
                          Never. Ever.

                          Comment

                          • andrewdoull
                            Unangband maintainer
                            • Apr 2007
                            • 872

                            Originally posted by Arralen
                            Dunno if I mentioned this already .. this happens if I try to load a savefile from unangband062b2win into gold2 ...
                            Code:
                            Error 1 in line 15 of file 'H:\....\pref\font-xxx.prf'-mor
                            
                            Loading a 0.6.2.7 savefile...
                            Restoring Dungeon...
                            
                            ==== more-ing ====
                            Parsing 'S:0x00:0x00/0x2A'-more-
                            Game/char seems to run fine, though.
                            It's a pref file error. Fixed in 0.6.3.

                            Which, by the way, is being delayed. I was hoping to release this weekend, but have a bizzarre bug slowing up the release.

                            Andrew
                            The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                            In UnAngband, the level dives you.
                            ASCII Dreams: http://roguelikedeveloper.blogspot.com
                            Unangband: http://unangband.blogspot.com

                            Comment

                            • Bandobras
                              Knight
                              • Apr 2007
                              • 726

                              Woo-hoo! Go, go, go!

                              Comment

                              • Big Al
                                Swordsman
                                • Apr 2007
                                • 327

                                Originally posted by andrewdoull
                                It's a pref file error. Fixed in 0.6.3.

                                Which, by the way, is being delayed. I was hoping to release this weekend, but have a bizzarre bug slowing up the release.

                                Andrew
                                I've been playing rev 2420 yesterday and have seen the following bugs. I don't know how many of them are known, but I figured I might as well post them since you're planning to release soon. Sorry for the big list:

                                - Monster health bar doesn't show up.

                                - Healing potions don't heal at all. (CLW, CSW, CCW, at least - not sure about others). Their text descriptions are messed up too: eg. CLW: "... When quaffed, it cures you of blindness and heal~s &."

                                - Browsing spellbooks messes up the screen - it doesn't redraw properly. Have to exit and restart to see the dungeon again.

                                - The stat gain associated with leveling up is still commented out.

                                EDIT: - I'm getting a lot of "It casts a ball of at you." messages - missing spell text? (With two spaces between "of" and "at", which the forum strips out.)

                                EDIT: - I just stumbled across a trap that said "Your light dims" and then "You feel very small. You feel very weak." thirty-two times in a row! My STR and SIZ are now down to 3. Intentional? This has happened a couple times.

                                EDIT: - I found a pair of Slingers on my way through Mirkwood and they absolutely refused to move. If I just stand still beside them then they can attack me (with message "The Experienced Slinger bash|es| you.") When I kill one of them, he dropped a "nothing" ampersand object. Later on another level, I found a bag of Supplies, picked it up and dropped it again. Some time later, I came back to the bag and found that it had turned into another "nothing" object.

                                EDIT: - Every once and a while, I enter a room and my health starts draining pretty quickly (~50 damage/turn), but I get no message whatsoever. Is this some kind of hidden trap? There should be some message at least. I've a savefile example.

                                EDIT: - I stumbled across a level in the Redhorn pass that gives me about 2000 "Too many region pieces!" messages each time I move. Savefile available if it would help. This has happened several times - it always seems to be on a level with a chamber with gas traps as a wall.

                                EDIT: - The bag of maps is messed up - this is my fault, I believe. Back months ago when I reordered dungeons.txt I think I must not have updated the values for the bag. I'll look into this - just changing the values could mess up games in progress?

                                EDIT: I was shopping in Laketown, when I came across a monster called "Your Familiar", and ran over it and killed it (oops). I've never played a class with familiars before so I'm not really sure how they're supposed to work, but are they supposed to just appear in town? Is there any way to befriend them? Now that I killed it by accident, is there any way to get it back?

                                EDIT: In the character creation screen, you can be a "rouge" class - typo or bad joke?

                                EDIT: Found a staircase in the outer wall of Isengard Tower. Savefile available.

                                (playing OS X 10.4, with the additional couple small changes of byte to size_t in z-term.h)

                                --------

                                In other news, I've been playing around with coating weapons and it's making melee a lot easier. Now I just need to find a bag to carry my mushrooms. Bags seem overall far too rare, considering how big a influence it they have on inventory limits.

                                Also, ran across one of the new traps that sends out a line in a rotating circle - it's really really neat.

                                My only complaint about the new trap code is that for some traps, you can't tell where the trap itself is because it's hidden under a mass of little x's. Maybe make the '^' show up instead of an 'x'?

                                Also 'l'ooking at a square with an 'x' in it (ie. the trap area of effect) should tell you what the trap is going to do to you - instead of just the square with trap on it.
                                Last edited by Big Al; March 11, 2009, 21:35.
                                Come play Metroplexity!
                                Un, V MX H- D c-- f- PV s- d+ P++ M+
                                c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+

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