FAangband 2.0beta

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  • MITZE
    replied
    Glaurung

    Glaurung doesn't seem to have any luck calling for aid when he summons; he cast the spell without crashes, but nobody came when both rodent and I fought him.


    Honestly, when FirstAge is less of a beta you might want to ruminate more on what you want him to be; he seemed kind of lackluster as a fight, without his summons especially so.

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  • Sideways
    replied
    Lanterns of shadows do have -4 light now, though.

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  • MITZE
    replied
    Ego Maluses

    The fix that supposedly enabled mixed blessing egos to receive their maluses appears to have not taken--at least, I looked at a weapon of Angband and a hat of Trollkind and I still see no maluses, aside from curses on the Angband weapon that are nominally removable.

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  • Nick
    replied
    Originally posted by Sideways
    I think I know now what's causing the Maim Foe issues. For some reason Maim Foe is designed to be used with targets rather than directions, even though it only works against adjacent monsters. Since it is much more intuitive to use directions I do that a lot, and it results in the weird partial success of issue #71. The fix should be to support directions And maybe review whether getting stunned should automatically wake up monsters.
    Maim is actually implemented as a short beam, so directions should be fine. I'll have to test. And yes, I think stunning should wake monsters.

    EDIT:Ignore that, I'm an idiot.
    Last edited by Nick; July 26, 2020, 13:08.

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  • Sideways
    replied
    I think I know now what's causing the Maim Foe issues. For some reason Maim Foe is designed to be used with targets rather than directions, even though it only works against adjacent monsters. Since it is much more intuitive to use directions I do that a lot, and it results in the weird partial success of issue #71. The fix should be to support directions And maybe review whether getting stunned should automatically wake up monsters.

    Leave a comment:


  • Nick
    replied
    More fixes made and pushed:
    • Glaurung can now generate (I hope), and has less HP
    • Fix by Sideways to negative resists not happening as often as they should (#73)
    • Fix to high dragons not dropping anything (#87)
    • Fix by backwardsEric allowing access to birth options from quickstart
    • Fix to web placement in valleys (#80)
    • Adjust wands of Dragon's Breath (etc) so they get the device skill boost (correct now after 4 attempts)


    That's probably it for this weekend.

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  • Nick
    replied
    Originally posted by wobbly
    Not sure if it is the issue, but Glaurung is depth 75 with a force_depth flag so I've been wondering if he will actually gen or not.
    Yeah, that was it, fixed now.

    Also detect stairs is currently intended not to detect wilderness exits, we'll see how that goes.

    Several other fixes by the awesome backwardsEric pushed to Github and angband.live:
    • Probable fix for most of the "Egos not getting bad stuff" problem
    • Fix to the birth screen HP problem
    • Another fix also in V that means @ notices secret doors on their first turn on the level as for every other turn

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  • MITZE
    replied
    Stair Detection

    Not sure if it's intentional and/or limited to the Detect Stairs spell in the mage realm, but Detect Stairs doesn't seem to detect wilderness exits (but it will detect dungeon stairs just fine).

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  • wobbly
    replied
    Originally posted by MITZE
    Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.
    Not sure if it is the issue, but Glaurung is depth 75 with a force_depth flag so I've been wondering if he will actually gen or not.

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  • MITZE
    replied
    Nargothrond DL55

    Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.

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  • Nick
    replied
    Originally posted by Sideways
    Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?
    No, that's correct

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  • Sideways
    replied
    Originally posted by Nick
    OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.
    Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?

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  • Nick
    replied
    OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.

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  • Nick
    replied
    Originally posted by Sideways
    IEdit: Rings of the Elements cause crashes on gen because of the off-weapon brands, this line for processing them accesses unallocated memory.
    ...
    It seems like this is the main reason for the crashes, I replaced that line with "append_brand(&obj->brands, pick);" and I'm now getting far fewer crashes.
    Thanks, done. Quite incredible that I made that function as it is for that purpose, and then failed to use it.

    Originally posted by Sideways
    I do think there's still at least one other crash that's much rarer, it gives error messages for a failed assertion in rand_div() on z-rand.c line 169 (where it asserts that m <= 0x10000000) but it's so rare I'm having trouble reproducing it. Will go after it in the morning if you don't find it first.
    Possibly this is actually the same problem, but for slays (a few lines down from where you found the last one). More likely though it's some bad call to randint0() (or randint1()) where it's been fed a silly (probably negative) value.

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  • Nick
    replied
    Originally posted by MITZE
    Mattocks: Mattocks do not appear to have a digging bonus attached to them, outside whatever their weight provides.
    Diggers have an innate digging ability - shovels +1, picks +2, mattocks +3 - aside from any magical bonus to digging. If you look at how quickly they dig stuff it should be much better than an equivalent weight weapon.

    Originally posted by MITZE
    Two-handing: Certain weapons have the the " two-handed wielding needed" rune. Firstly, there's minor formatting typos there, secondly, there doesn't seem to be anything different in wielding them--in FA IIRC you had to put your shield on your back when you wielded a weapon with both hands, which did something to the bonuses you'd be getting from the shield, but here, it doesn't seem like there's a difference between a weapon that's two-handed and one that is not.
    Yes, the actual gameplay difference is yet to be implemented

    Originally posted by MITZE
    Hallucination: The game correctly informs you what you're attacking, and walk over, when you are hallucinating.
    I think this is standard in V. Maybe the Z-likes have a better implementation.

    Issues page updated, 64 currently, will try to get at least a few knocked off this weekend.

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