FAangband 2.0beta

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  • Sideways
    replied
    I'm getting weird coloring and bad formatting on the birth screen while playing on angband.live. I'm pretty sure I know what's causing this, since Frog used to have the same bug: the early screens are displayed before various Angband-specific things like the proper colors are loaded (and before the first call to TERM_XTRA_REACT), so they use the system's default colors and settings instead.

    Winged dragon of powers should be pluralized as winged dragons of power Same for winged dragon of Ilmens.

    Is that one-way connection between Nan Dungortheb 70 and Doriath 24 supposed to be like that?

    Update on #53: I'm also getting extra @s on levels with dungeon entrances, it seems to happen when I recall to such a level but I've yet to see it when I get there by stairs. The extra @ changes color with regular @ if my HP takes a hit.
    Last edited by Sideways; July 28, 2020, 19:16.

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  • Holy_Rage
    replied
    Rings of Mobility do not always offer Free Action; please check out the runes/item properties before wearing one!

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  • Nick
    replied
    Latest on Github and angband.live has the Leap into Battle exploit removed, and ego items with bad properties (weapons of Angband, hats of Trollkind, etc) generating properly.

    Originally posted by MITZE
    Checking the monster list; I've seen at least one 'Great Earth Elemental,' whose average life rating is apparently zero and whose killed column is filled with 'shape.'

    This supposed to indicate that it only ever appears as a shapechange?
    That's right.

    Originally posted by MITZE
    Shapechangers: should probably be prohibited from mimicking uniques. Maia of Aule keep turning into Quaker on me, after I already killed him no less!
    This is a deliberate design feature. Wait until you see something change into Huan.

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  • MITZE
    replied
    Great Elementals

    Checking the monster list; I've seen at least one 'Great Earth Elemental,' whose average life rating is apparently zero and whose killed column is filled with 'shape.'


    This supposed to indicate that it only ever appears as a shapechange?
    Last edited by MITZE; July 28, 2020, 03:54. Reason: Grammar fixes.

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  • MITZE
    replied
    Report Batch #12

    Hard Biscuits: More of a silly RFE, but they should deal a small amount of HP damage when they nearly break a tooth. Also they should be throwable, since they're so hard.


    Shapechangers: should probably be prohibited from mimicking uniques. Maia of Aule keep turning into Quaker on me, after I already killed him no less!

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  • Nick
    replied
    Originally posted by Sideways
    I got insta-killed on DL 90 by what appears to be a bug. Smaug breathed dragonfire on me for 1000 damage (more than my max HP) because dragonfire is presently unresistable. Although there are resistance calculations for dragonfire here, the "special damage" they calculate isn't actually used for anything, and adjust_dam() ignores it and eventually returns the original unresisted full damage instead. Hellfire appears to have the same problem; both should have "return special_dam;" appended to their code.
    Bug fixed now

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  • Sideways
    replied
    I got insta-killed on DL 90 by what appears to be a bug. Smaug breathed dragonfire on me for 1000 damage (more than my max HP) because dragonfire is presently unresistable. Although there are resistance calculations for dragonfire here, the "special damage" they calculate isn't actually used for anything, and adjust_dam() ignores it and eventually returns the original unresisted full damage instead. Hellfire appears to have the same problem; both should have "return special_dam;" appended to their code.

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  • Nick
    replied
    Maim Foe should now work properly, including only stunning when a blow hits. Forceful Blow should also now only throw the monster back when the blow actually hits.

    These changes will need to go into V too.

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  • Sideways
    replied
    Maim Foe causes the game to crash if you target an adjacent square with no monster in it. This does not happen if you target an empty direction, which is probably why I didn't catch it before

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  • wobbly
    replied
    I don't think a druid's martial arts are displaying correct damage on the character sheet.

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  • wobbly
    replied
    There's either a bug or bad design navigating the world map. I'm in Menegroth & on the map I can see Amon Rudh is on the left. If I press up the branch for the valley of Nan Dungortheb opens up on the map & now Amon Rudh is on the right of me.

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  • MITZE
    replied
    Shop Talk

    Shopkeepers still tell you about the old resistance system; 1/3 for resistance and presumably 1/9 for permanent and temporary resists.

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  • Gwarl
    replied
    Originally posted by Sideways
    RFE: would be very nice to have Exo's patch for producing CharOutput.txt. It's mostly for angband.live, but I think the Frog patch has helped me a couple times offline too.
    Oh no actually I just need to inform it that firstageangband is a V-like, which it will understand implicitly when I get round to just having it listed as the nightly build of faangband. I'll get round to that soon.

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  • MITZE
    replied
    Report Batch #11

    Monster memory: does not mention is a given monster is a flier. Useful to know for traps, and may not be immediately obvious, seeing as how I didn't know the pre-Angband dragons were flightless.


    Fear: Certain enemies should not ever get scared, whether from magic or from low health. Golems, for instance--I've seen them start running at low health.

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  • Sideways
    replied
    The description for RESTORE_MANA implies it is not a full mana restore, but it is.

    The Phantom of Eilinel is misspelled; also, there's a typo in the description for Bows of the Ossiriand ("It's wielder").

    RFE: would be very nice to have Exo's patch for producing CharOutput.txt. It's mostly for angband.live, but I think the Frog patch has helped me a couple times offline too.

    There's at least one massively exploitable bug with Leap into Battle. The code for moving the player towards the target only checks if the squares in between are passable, not whether there are monsters in them. If there is a monster in one of the in-between squares, the player will try to move through that square anyway and therefore attacks the monster in it (for a full round of attacks, not the limited blows Leap into Battle normally gives, since it's a normal move)... and if the monster doesn't die, the MOVE_ATTACK moving algorithm will select the same move again next time and give the player another full round of attacks, continuing until the monster does die or Leap into Battle runs out of moves. You can get 20 attacks against a single monster in one turn this way.
    Last edited by Sideways; July 26, 2020, 22:59.

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