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-   -   FAangband 2.0beta (http://angband.oook.cz/forum/showthread.php?t=10172)

Gauss September 22, 2020 10:31

I haven't been online for months now but i would like to know what's the current state of FirstAgeAngband. Is it stable? Last time i remember playing iwas ok but a few bugs here and there.

Nick September 22, 2020 12:30

Quote:

Originally Posted by Gauss (Post 148485)
I haven't been online for months now but i would like to know what's the current state of FirstAgeAngband. Is it stable? Last time i remember playing iwas ok but a few bugs here and there.

It still has some bugs, but less. I don't think there are many (if any) that cause crashes now, and the balance is mostly OK. There are some problems with hybrid dungeon mode still.

Sphara September 26, 2020 19:55

What's wrong with throwing in FAngband? I started a druadan warrior in angband.live, took Mighty Throw specialty at the beginning and was lucky enough to find some enchanted spears and throwing axes of shocking. But they do miss all the time. I don't think I've gotten one hit in and I've tried again and again. Bows work normally.

Character is leveled up to CL 21 and has 18/100 something STR and 13 DEX. Axes are supposed to do about 80 dmg but this way, they're useless. Well not completely useless, one of those axes currently serves as my melee weapon.

Nick September 26, 2020 23:16

Quote:

Originally Posted by Sphara (Post 148550)
What's wrong with throwing in FAngband? I started a druadan warrior in angband.live, took Mighty Throw specialty at the beginning and was lucky enough to find some enchanted spears and throwing axes of shocking. But they do miss all the time. I don't think I've gotten one hit in and I've tried again and again. Bows work normally.

Character is leveled up to CL 21 and has 18/100 something STR and 13 DEX. Axes are supposed to do about 80 dmg but this way, they're useless. Well not completely useless, one of those axes currently serves as my melee weapon.

That's the nightly beta, right, not 1.4.4?

Sphara September 26, 2020 23:55

Quote:

Originally Posted by Nick (Post 148552)
That's the nightly beta, right, not 1.4.4?

In angband.live, I cannot choose the version to play. It's 1.4.4 by default.
In character dump the version is not shown at all, except in the file text:

https://angband.live/SPHARAGAIN/faan...yDruadandy.txt

Nick September 27, 2020 00:52

Quote:

Originally Posted by Sphara (Post 148553)
In angband.live, I cannot choose the version to play. It's 1.4.4 by default.
In character dump the version is not shown at all, except in the file text:

https://angband.live/SPHARAGAIN/faan...yDruadandy.txt

Ah, OK (the 2.0 beta is if you select firstageangband).

The answer is that in 1.4.4 only assassins and (to a lesser extent) rogues are any good at throwing in the early game. Warriors will get better later.

Sphara September 27, 2020 05:36

Quote:

Originally Posted by Nick (Post 148555)
Ah, OK (the 2.0 beta is if you select firstageangband).

The answer is that in 1.4.4 only assassins and (to a lesser extent) rogues are any good at throwing in the early game. Warriors will get better later.

Thanks.

To me, it was a transparent mechanic. Or I just assumed because I did not read warrior class description. Is the 'gets better later' mentioned there? Throwing matters greatly in the early game (if it is effective) and I would've never chosen Throwing bonuses for starting skill, had I known this.

From your answer, I take it that this is somehow fixed in 2.0.dev-version?

Nick September 27, 2020 06:21

Quote:

Originally Posted by Sphara (Post 148558)
From your answer, I take it that this is somehow fixed in 2.0.dev-version?

Possibly. If not, complain :)

clouded September 27, 2020 07:55

I think throwing was actually bugged in 1.4.4 and didn't work, compared to my experience of O.

wobbly September 27, 2020 09:04

I have never had a throwing weapon hit in FA 1.4.4, if its the same code copied its probably bugged. I'll try with a rogue in 2.0 later.

Sphara October 1, 2020 13:43

Another little question about 1.4.4 FAngband played on angband.live:

What is the mechanic behind waking EVERYTHING up as soon as it comes to a druadan's view? My stealth sits as "excellent" and no item has aggravation.

From the help file I did read that only mage gets a little stealth penalty in late exp-levels. But a druadan warrior? Should be fine. Is it 4 light items I'm wearing or what? Having two rings of combat neither of which have aggro?

When I remembered that I had the Dart of Eol in my quiver I was 100% certain that the problem was solved. But no. It had no aggro-thingy.
I'm clueless.

Current dump:
http://angband.oook.cz/ladder-show.php?id=23894

wobbly October 1, 2020 15:28

Items can have hidden curses if they pseudo as "perilious" or whatever the mixed one is called. There are scrolls of reveal curse.

Cuboideb October 1, 2020 16:15

1 Attachment(s)
This file has some compiler warnings fixes for the last commit.

Nick October 1, 2020 22:19

Quote:

Originally Posted by Cuboideb (Post 148639)
This file has some compiler warnings fixes for the last commit.

Thanks.

On the aggro, I think wobbly's explanation is the most likely. If an object's description says "You know all the enchantments on this object", it usually (I think always) means it has a curse you haven't discovered.

Sphara October 2, 2020 07:46

Thanks fellas.

It was one of those Rings of Combat I was wearing. The better one ofc :)

Nick October 13, 2020 21:22

My current plan is to put a second beta out this weekend, which will break savefiles from the current development version (which is what's on angband.live). It should have pretty much all the features of original FA that I'm including (although probably not player ghosts, which I probably will include later), so hopefully it's mainly bugfixing from there.

klassik October 14, 2020 13:09

awesome news.

Nick October 18, 2020 05:23

2.0 beta 1 now available, it breaks savefiles from 2.0 beta. This has most of the features of FAangband 1.4.4 that I am intending to use, so please point out anything I am missing. Please play and enjoy.

Pete Mack October 18, 2020 15:08

How does it compare in lines of code? Has all the code rationalization actually paid off?

wobbly October 18, 2020 15:32

Quote:

Originally Posted by Nick (Post 148852)
so please point out anything I am missing.

I could not locate vorpal bunnies in the monster list.

Nick October 18, 2020 21:19

Quote:

Originally Posted by Pete Mack (Post 148859)
How does it compare in lines of code? Has all the code rationalization actually paid off?

Good question - I haven't checked.

Quote:

Originally Posted by wobbly (Post 148861)
I could not locate vorpal bunnies in the monster list.

They're no longer necessary because blood falcons.

ravenlord October 23, 2020 01:00

Latest beta only compiles for me under Linux (Devuan 3, based on latest Debian testing) if I comment out "bool confusing_blow" in "player-attack.h". The compiler complais it is defined multiple times.

Nick October 23, 2020 01:56

Quote:

Originally Posted by ravenlord (Post 148965)
Latest beta only compiles for me under Linux (Devuan 3, based on latest Debian testing) if I comment out "bool confusing_blow" in "player-attack.h". The compiler complais it is defined multiple times.

OK, thanks.

Aldernut November 19, 2020 16:59

Thank you for making this <3

This is my first time playing FAangband - and this seems to be the best version for it. Some questions / requests:

1) Does this variant always preserve artifacts? Is birth_lose_arts effectively the same option as old preserve, turned on its head?
2) Has the old autoroll (=specify minimal stats at birth) been removed entirely from this version? Can it be added back? Would you? Can I add it back myself just by editing some options file?
3) Is the old stat maximization option on or off in this variant?
4) Would it be possible to add some choices for hp gain at levelup? Such as, averaging HD for hp, maximum HD of hp, minimum HD of hp.

Nick November 19, 2020 20:17

Quote:

Originally Posted by Aldernut (Post 149468)
This is my first time playing FAangband - and this seems to be the best version for it.

Just to clarify - which version are you playing? The answers to your questions will depend on that.

Aldernut November 19, 2020 20:24

Quote:

Originally Posted by Nick (Post 149470)
Just to clarify - which version are you playing? The answers to your questions will depend on that.

2.0 beta 1.

Aldernut November 19, 2020 20:55

Here's an additional observation:

Many of the player character tiles seem to be off, at least compared to the FAangband 1.44 version.

For example, making a dark elf necromancer using Shockbolt tiles creates a generic armoured warrior as the PC. Other choices seem to default to this generic armoured warrior as well. In the 1.44 version, each of them seems to have a fitting PC model. For example, necromancer is this robed figure with blue magic coming from hands.

Nick November 19, 2020 21:02

OK.

Quote:

Originally Posted by Aldernut (Post 149468)
1) Does this variant always preserve artifacts? Is birth_lose_arts effectively the same option as old preserve, turned on its head?

Correct; if birth_lose_arts is on, artifacts will not be preserved.

Quote:

Originally Posted by Aldernut (Post 149468)
2) Has the old autoroll (=specify minimal stats at birth) been removed entirely from this version? Can it be added back? Would you? Can I add it back myself just by editing some options file?

It is gone, and thoroughly gone, I'm afraid. Anything can of course be added back through code changes, but I'm not planning to add this back.

Quote:

Originally Posted by Aldernut (Post 149468)
3) Is the old stat maximization option on or off in this variant?

I think it's maximize on; in any case, it's the one everyone always used :)

Quote:

Originally Posted by Aldernut (Post 149468)
4) Would it be possible to add some choices for hp gain at levelup? Such as, averaging HD for hp, maximum HD of hp, minimum HD of hp.

I guess it would be possible, but again it's not something I'm planning to do. I feel like this is a fairly niche concern, there is a limit to how much time I have to spend on the game at all, and the game is complicated enough as is.

Nick November 19, 2020 21:05

Quote:

Originally Posted by Aldernut (Post 149472)
Here's an additional observation:

Many of the player character tiles seem to be off, at least compared to the FAangband 1.44 version.

For example, making a dark elf necromancer using Shockbolt tiles creates a generic armoured warrior as the PC. Other choices seem to default to this generic armoured warrior as well. In the 1.44 version, each of them seems to have a fitting PC model. For example, necromancer is this robed figure with blue magic coming from hands.

Yes, indeed, tiles as a whole are pretty hopeless at this stage; in fact they are probably the main unfinished business that is stopping me releasing this as 2.0.

Sacksquatch December 14, 2020 20:13

Been messing around with the new BG on Angband nightly. Good changes. Safe to assume that class update will be coming to FA?

Nick December 14, 2020 20:23

Quote:

Originally Posted by Sacksquatch (Post 150049)
Been messing around with the new BG on Angband nightly. Good changes. Safe to assume that class update will be coming to FA?

Yes, I'm keeping it updated along with V. And I'm hoping to have 2.0 out fairly soon after V4.2.2, which is not far off.

tg122 December 15, 2020 14:53

Quote:

Originally Posted by Nick (Post 150051)
Yes, I'm keeping it updated along with V. And I'm hoping to have 2.0 out fairly soon after V4.2.2, which is not far off.

That's great news! Thank you and the team for all your hard work on V, and thanks for resurrecting FAangband, I'm really looking forward to picking that up again. I will always remember FAangband as the first Angband variant (including V) where I ever got a character to level 30, back when I first discovered Angband almost 15 years ago.

DavidMedley December 15, 2020 19:16

Nick... you have a team??

Nick December 15, 2020 20:49

Quote:

Originally Posted by DavidMedley (Post 150062)
Nick... you have a team??

Well, if you look at the thanks file...

Sacksquatch December 18, 2020 15:42

Compiled this in sdl2. The map only does local map, it doesn't do the world map. Should this be done in GTK?

Nick December 18, 2020 20:00

Quote:

Originally Posted by Sacksquatch (Post 150130)
Compiled this in sdl2. The map only does local map, it doesn't do the world map. Should this be done in GTK?

The 'M' command only gives a map of the current level, then a local one of the nearby levels. There should be a world map in the help, but I haven't put it in yet - thanks for reminding me :)

Sacksquatch December 18, 2020 20:35

It's giving me the current map, but where you press a key to continue to local map (that you can navigate with arrow keys), it just closes everything and I don't see the local map.

I just did some testing and it works on x11, but not on sdl2.

Nick December 18, 2020 20:58

Quote:

Originally Posted by Sacksquatch (Post 150138)
It's giving me the current map, but where you press a key to continue to local map (that you can navigate with arrow keys), it just closes everything and I don't see the local map.

I just did some testing and it works on x11, but not on sdl2.

Hm, that's odd. I'll have a look.

DavidMedley December 19, 2020 17:16

Quote:

Originally Posted by Nick (Post 150063)
Well, if you look at the thanks file...

That's a big team!

Ingwe Ingweron December 19, 2020 23:17

Quote:

Originally Posted by Nick (Post 150137)
The 'M' command only gives a map of the current level, then a local one of the nearby levels. There should be a world map in the help, but I haven't put it in yet - thanks for reminding me :)

Looking through the Extended Wilderness map, it appears you've removed the direct path from West Beleriand to East Beleriand that used to exist below Meneroth in FAAngband. Now a @ must either take the Ent Path or go over the top of Gondolin through either the Dorthonian forest or the Lothlann desert. Don't know that this is an improvement, given how long it will now take to get to either Amon Rudh or Nargothrond.

EDIT: Never mind, I guess. Viewing the Standard Wilderness map, such a route exists. Though I would argue there should be one in the Extended Wilderness too.

Ingwe Ingweron December 20, 2020 00:55

Nick, I have made an Excel spreadsheet that reflects my understanding of the FirstAgeAngband world map. I know, it's not an elegant portrayal, but I would be happy to provide it in hopes that it may be of some use to you. .xlsx files, however don't seem to be up-loadable here. Let me know if it is something you'd like to see and we can figure out a way to get it to you.

Nick December 20, 2020 11:21

Quote:

Originally Posted by Ingwe Ingweron (Post 150157)
Nick, I have made an Excel spreadsheet that reflects my understanding of the FirstAgeAngband world map. I know, it's not an elegant portrayal, but I would be happy to provide it in hopes that it may be of some use to you. .xlsx files, however don't seem to be up-loadable here. Let me know if it is something you'd like to see and we can figure out a way to get it to you.

That would be handy. You can email it if you like - my email is on the FA splash screen.

Sacksquatch December 21, 2020 02:07

Had more time to mess around with it. You probably already know this, but yeah the map works fine on sdl. Sdl2 has the map pull up in it's own window, instead of the main window (which is awesome), but that's probably the issue.

Sideways January 15, 2021 01:01

Monsters' hit probability as calculated for display here is probably wrong; it uses the new numbers from Vanilla's test_hit() (12% guaranteed hit chance, a minimum accuracy of 9 and a 2/3 AC multiplier), while FAangband's test_hit() uses a 5% guaranteed hit chance, a minimum accuracy of 0 and (in practice) a 3/4 AC multiplier provided by the check_hit() call.

Nick January 15, 2021 01:04

Quote:

Originally Posted by Sideways (Post 150610)
Monsters' hit probability as calculated for display here is probably wrong; it uses the new numbers from Vanilla's test_hit() (12% guaranteed hit chance, a minimum accuracy of 9 and a 2/3 AC multiplier), while FAangband's test_hit() uses a 5% guaranteed hit chance, a minimum accuracy of 0 and (in practice) a 3/4 AC multiplier provided by the check_hit() call.

Thanks. Pity the maintainer's MIA...

Ingwe Ingweron January 16, 2021 01:31

1 Attachment(s)
Nick, here's an example of the @ being walled in upon descent of stairs. This time, if one looks at the location, it says "You are on a permanent wall."

Attachment 1938

Yes, I will just phase door out since @ can do that now. But still a bug. :D

EDIT: Also, I think something is wrong with artifact generation. Look at the “Known Artifacts” menu and the only things on there after all this time, are two lights and one staff.

Ingwe Ingweron January 17, 2021 12:15

1 Attachment(s)
CRASH bug. Try and look at the objects list "]" and get an instant crash. :eek: Attachment 1939

tg122 January 30, 2021 17:55

Started playing FAangband on Termux on my Android phone. This variant is a masterpiece, thanks for continuing to support this after so many years. So here's a question. I was fighting a giant Roc and it said the monster was hitting me for 60 damage for example, but my hitpoints were only reduced by about 20. Is the damage number that is reported before any damage reduction, or was this a bug?

Nick January 31, 2021 06:32

Quote:

Originally Posted by tg122 (Post 150873)
Started playing FAangband on Termux on my Android phone. This variant is a masterpiece, thanks for continuing to support this after so many years. So here's a question. I was fighting a giant Roc and it said the monster was hitting me for 60 damage for example, but my hitpoints were only reduced by about 20. Is the damage number that is reported before any damage reduction, or was this a bug?

Looks like a bug. Thanks for the report.

Nick February 3, 2021 11:20

The latest builds of FA for Windows and macOS can now (similarly to V) be found on its release page.

Note that there are still many bugs, few of which are properly filed on the issue page (despite Ingwe sending me reams of them). There have been some fixes since 2.0beta1 was released though, so it could be worse :)

Ingwe Ingweron February 3, 2021 22:19

Quote:

Originally Posted by Nick (Post 150933)
Note that there are still many bugs, few of which are properly filed ... (despite Ingwe sending me reams of them).

Sorry about that, but you found the way to get me to stop -- just don't repair My Crash Bug on level 98 of the angband dungeon. ;) :D

Glad to see you're back, Nick. Hope all is well.

Nick February 4, 2021 01:47

Quote:

Originally Posted by Ingwe Ingweron (Post 150936)
Glad to see you're back, Nick. Hope all is well.

Thanks. All is fine, it's just been RL interfering with my Angband life :)

Arralen March 14, 2021 18:01

Quote:

Originally Posted by Nick (Post 150944)
Thanks. All is fine, it's just been RL interfering with my Angband life :)

Yet you got out a new release 5 days ago ... yeah!

So I am only 16 releases late to the party ;)

Sadly, most of them don't help me much ... everything after beta1-85-gaca9e322 says something like:
"The procedure entry point " " was not found in the DLL "E:\ ..... \FAangband 2\FAangband-2.0beta1-87-g5abab8fa\faangband.exe" and refuses to run :(

I am running Win8.1(64), if that matters.

Nick March 14, 2021 20:31

Quote:

Originally Posted by Arralen (Post 151841)
Sadly, most of them don't help me much ... everything after beta1-85-gaca9e322 says something like:
"The procedure entry point " " was not found in the DLL "E:\ ..... \FAangband 2\FAangband-2.0beta1-87-g5abab8fa\faangband.exe" and refuses to run :(

I am running Win8.1(64), if that matters.

There was some change in how the windows build gets packaged after that build, but it's mainly to do with documentation. If there's a .dll file named in the error, it's possible that it's one that's newly required by later builds and your system doesn't have it or has a version that doesn't work - but I'm guessing here.

Arralen March 14, 2021 22:06

Had a look into the system log, and used process explorer to spy amateurishly on faangband.exe ... here's what I found:

SYSTEM LOG:
Code:

Log name: Application
Source: Application Error
Date: 03/14/2021 22:47:09
Event ID: 1000
Task category:(100)
Level: Error
Keywords:Classic
User: Not applicable
Computer: 4Foen
Description:
Failed application name: faangband.exe, version: 0.0.0.0, timestamp: 0x602ece2f
Name of the corrupted module: eta1-87-g5abab8fa\faangband.exe!               
, version: 6.3.9600.19678, timestamp: 0x5e82c0f7
Exception code: 0xc0000139
Error offset: 0x0009d452
ID of the faulty process: 0x1ad8
Start time of the faulty application: 0x01d7191b94ec6129
Path of the corrupted application: E:\_noinstall_games_\_command_line_\FAangband 2\FAangband-2.0beta1-87-g5abab8fa\faangband.exe
Path of the corrupted module: eta1-87-g5abab8fa\faangband.exe
Berichtskennung: d36a4f8d-850e-11eb-8cc0-fcaa142d66aa
Full name of the corrupted package:
Application ID relative to the corrupted package:

Note the version number - the only thing with this version number is NTDLL.DLL itself ...

Here's the list of DLLs that Process Explorer thinks are associated with a running FAangband.exe.
Everything marked with (*) did not load for v0.87 compared to v0.85.
Code:

Process        PID        CPU        Description        Company Name
System Idle Process        0        94.23               
 System        4        0.77               
  smss.exe        340                Windows-Sitzungs-Manager        Microsoft Corporation
csrss.exe        468                Client-Server-Laufzeitprozess        Microsoft Corporation
wininit.exe        544                Windows-Startanwendung        Microsoft Corporation
 services.exe        584                Anwendung fr Dienste und Controller        Microsoft Corporation
  svchost.exe        736                Hostprozess fr Windows-Dienste        Microsoft Corporation
  explorer.exe        4760                Windows-Explorer        Microsoft Corporation
    procexp64.exe        6792        0.38        Sysinternals Process Explorer        Sysinternals - www.sysinternals.com
    faangband.exe        6744                       

Process: faangband.exe Pid: 6744

Name        Description        Company Name        Path        Version
ADVAPI32.dll        Erweiterte Windows 32 Base-API        Microsoft Corporation        C:\Windows\SysWOW64\ADVAPI32.dll        6.3.9600.18895
* bcryptPrimitives.dll        Windows Cryptographic Primitives Library        Microsoft Corporation        C:\Windows\SysWOW64\bcryptPrimitives.dll        6.3.9600.18895
cfgmgr32.dll        Configuration Manager DLL        Microsoft Corporation        C:\Windows\SysWOW64\cfgmgr32.dll        6.3.9600.17415
combase.dll        Microsoft COM fr Windows        Microsoft Corporation        C:\Windows\SysWOW64\combase.dll        6.3.9600.19846
COMCTL32.dll        Bibliothek fr Steuerelemente        Microsoft Corporation        C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.9600.17810_none_7c5b6194aa0716f1\COMCTL32.dll        5.82.9600.17810
COMDLG32.DLL        DLL fr gemeinsame Dialoge        Microsoft Corporation        C:\Windows\SysWOW64\COMDLG32.DLL        6.3.9600.17415
* CRYPTBASE.dll        Base cryptographic API DLL        Microsoft Corporation        C:\Windows\SysWOW64\CRYPTBASE.dll        6.3.9600.17415
DEVOBJ.dll        Device Information Set DLL        Microsoft Corporation        C:\Windows\SysWOW64\DEVOBJ.dll        6.3.9600.17415
* dwmapi.dll        Microsoft Desktopfenster-Manager-API        Microsoft Corporation        C:\Windows\SysWOW64\dwmapi.dll        6.3.9600.17415
faangband.exe                        E:\_noinstall_games_\_Kommandozeile_\FAangband 2\FAangband-2.0beta1-85-gaca9e322\faangband.exe       
GDI32.dll        GDI Client DLL        Microsoft Corporation        C:\Windows\SysWOW64\GDI32.dll        6.3.9600.19920
* IMM32.DLL        Multi-User Windows IMM32 API Client DLL        Microsoft Corporation        C:\Windows\SysWOW64\IMM32.DLL        6.3.9600.17415
* kernel.appcore.dll        AppModel API Host        Microsoft Corporation        C:\Windows\SysWOW64\kernel.appcore.dll        6.3.9600.17415
KERNEL32.DLL        Client-DLL fr Windows NT-Basis-API        Microsoft Corporation        C:\Windows\SysWOW64\KERNEL32.DLL        6.3.9600.19843
KERNELBASE.dll        Client-DLL fr Windows NT-Basis-API        Microsoft Corporation        C:\Windows\SysWOW64\KERNELBASE.dll        6.3.9600.19724
libpng12.dll        Libpng12: PNG image compression library        GnuWin32 <http://gnuwin32.sourceforge.net>        E:\_noinstall_games_\_Kommandozeile_\FAangband 2\FAangband-2.0beta1-85-gaca9e322\libpng12.dll        1.2.37.3442
locale.nls                        C:\Windows\System32\locale.nls       
* MSCTF.dll        MSCTF-Server-DLL        Microsoft Corporation        C:\Windows\SysWOW64\MSCTF.dll        6.3.9600.19724
MSIMG32.DLL        GDIEXT Client DLL        Microsoft Corporation        C:\Windows\SysWOW64\MSIMG32.DLL        6.3.9600.17415
msvcrt.dll        Windows NT CRT DLL        Microsoft Corporation        C:\Windows\SysWOW64\msvcrt.dll        7.0.9600.17415
ntdll.dll        DLL fr NT-Layer        Microsoft Corporation        C:\Windows\SYSTEM32\ntdll.dll        6.3.9600.19678
ntdll.dll        DLL fr NT-Layer        Microsoft Corporation        C:\Windows\SysWOW64\ntdll.dll        6.3.9600.19678
* ole32.dll        Microsoft OLE fr Windows        Microsoft Corporation        C:\Windows\SysWOW64\ole32.dll        6.3.9600.19810
* RPCRT4.dll        Remoteprozeduraufruf-Laufzeitumgebung        Microsoft Corporation        C:\Windows\SysWOW64\RPCRT4.dll        6.3.9600.19919
* sechost.dll        Host for SCM/SDDL/LSA Lookup APIs        Microsoft Corporation        C:\Windows\SysWOW64\sechost.dll        6.3.9600.19749
* SHCORE.DLL        SHCORE        Microsoft Corporation        C:\Windows\SysWOW64\SHCORE.DLL        6.3.9600.19750
SHELL32.dll        Allgemeine Windows-Shell-DLL        Microsoft Corporation        C:\Windows\SysWOW64\SHELL32.dll        6.3.9600.19823
SHLWAPI.dll        Shell Light-weight-Hilfsprogrammbibliothek        Microsoft Corporation        C:\Windows\SysWOW64\SHLWAPI.dll        6.3.9600.17415
* SortDefault.nls                        C:\Windows\Globalization\Sorting\SortDefault.nls       
* SspiCli.dll        Security Support Provider Interface        Microsoft Corporation        C:\Windows\SysWOW64\SspiCli.dll        6.3.9600.18454
* StaticCache.dat                        C:\Windows\Fonts\StaticCache.dat       
USER32.dll        Multi-User Windows USER API Client DLL        Microsoft Corporation        C:\Windows\SysWOW64\USER32.dll        6.3.9600.19920
* uxtheme.dll        Microsoft UxTheme-Bibliothek        Microsoft Corporation        C:\Windows\SysWOW64\uxtheme.dll        6.3.9600.19597
WINMM.DLL        MCI API-DLL        Microsoft Corporation        C:\Windows\SysWOW64\WINMM.DLL        6.3.9600.17415
WINMMBASE.dll        Base Multimedia Extension API DLL        Microsoft Corporation        C:\Windows\SysWOW64\WINMMBASE.dll        6.3.9600.17415
wow64.dll        Win32 Emulation on NT64        Microsoft Corporation        C:\Windows\SYSTEM32\wow64.dll        6.3.9600.19629
wow64cpu.dll        AMD64 Wow64 CPU        Microsoft Corporation        C:\Windows\system32\wow64cpu.dll        6.3.9600.18931
wow64win.dll        Wow64 Console and Win32 API Logging        Microsoft Corporation        C:\Windows\system32\wow64win.dll        6.3.9600.19574
zlib1.dll        Zlib: general purpose data compression / decompression library        Zlib        E:\_noinstall_games_\_Kommandozeile_\FAangband 2\FAangband-2.0beta1-85-gaca9e322\zlib1.dll        1.2.3.2027

Now, if it loaded NT.DLL and then quit - I'll have a hard time replacing my NTDLL.DLL with a newer version :rolleyes:

backwardsEric March 14, 2021 22:09

Quote:

Originally Posted by Nick (Post 151842)
There was some change in how the windows build gets packaged after that build, but it's mainly to do with documentation. If there's a .dll file named in the error, it's possible that it's one that's newly required by later builds and your system doesn't have it or has a version that doesn't work - but I'm guessing here.

It looks like the releases that fail on Windows 8.1 were built with MinGW on Ubuntu 20.04 LTS (Ubuntu's package list says mingw-w64 is 7.0.0-2) rather Ubuntu 18.04 LTS (Ubuntu's package list says mingw-w64 is 5.0.3-1). Could set the release script to only run Ubuntu 18.04 LTS or figure out if there's something that can be set so the builds on Ubuntu 20.04 LTS will be compatible with Windows 8.1. It's likely the Angband releases are also affected.

Arralen March 15, 2021 21:23

Quote:

Originally Posted by backwardsEric (Post 151845)
It's likely the Angband releases are also affected.

Nope, 4.2.2. works fine for me :cool:

Although I think NILWIN the kobold wander won't get very far ...

backwardsEric March 15, 2021 23:30

Quote:

Originally Posted by Arralen (Post 151880)
Nope, 4.2.2. works fine for me :cool:

Now that I check, that release (like almost all of the prereleases before it) was generated on Ubuntu 18.04.

If you're willing to do some testing, you might try the earliest prerelease for Angband 4.2.2. That was generated on Arch Linux with mingw-64 8.0.0-1.

Arralen March 16, 2021 21:40

Quote:

Originally Posted by backwardsEric (Post 151885)
If you're willing to do some testing, you might try the earliest prerelease for Angband 4.2.2. That was generated on Arch Linux with mingw-64 8.0.0-1.

Tulon the High-Elf Ranger says everything looks fine ... .

Actually, it doesn't, there are quite some up and down staircases which shouldn't be there, and do not work either. But at least I get to make a toon and into the starting town.

Pete Mack March 16, 2021 23:09

@Arralen-
Quote:

No, I don't have a clue 'bout C, and I'm not starting my own variant.
Never. Ever.
LOL! Nicely done.
Famous last words! I think Nick thought the same at one point...

Sacksquatch March 29, 2021 01:41

1 Attachment(s)
Saw this tonight playing the nightly at angband.live. Asked about it in chat and it was suggested I report it here. That's a LOT of light, but it does say 'Starlight' afterall!

Attachment 1965

Sorry if this is hard to read. It seems to have shrunk the image and compressed it somewhat.

It says: when activated will rain 777257368 balls of light with radius 0 near caster, dealing 12 damage.

Nick March 29, 2021 02:24

Quote:

Originally Posted by Sacksquatch (Post 152304)
It says: when activated will rain 777257368 balls of light with radius 0 near caster, dealing 12 damage.

Yeah, that's probably too many :)

Thanks for reporting.

Pete Mack March 29, 2021 02:39

That would be easily enough to kill Morgoth in a single turn.

backwardsEric April 2, 2021 02:16

Nick's newest release, 2.0beta1-119-g67203a37, was built on Ubuntu 18.04 with it's older version of the MinGW cross-compiler. It would be interesting to hear if that works on Windows 8.1 from those who had trouble with the previous releases.

Nick April 2, 2021 02:31

Quote:

Originally Posted by backwardsEric (Post 152371)
Nick's newest release, 2.0beta1-119-g67203a37, was built on Ubuntu 18.04 with it's older version of the MinGW cross-compiler. It would be interesting to hear if that works on Windows 8.1 from those who had trouble with the previous releases.

Further to this:
  • Note that Eric is responsible for the build adjustment
  • Also note that there are two more updates since that last one, and Eric's responsible for all the work in those too.

Ingwe Ingweron April 4, 2021 03:27

1 Attachment(s)
Nick, here is the randart file for the crash bug on object menu look. At least I think so. There were 9 randart files in the archive folder; attached is the most recent one. I assume that is right, since I haven't played since my most recent character with the crash. Attachment 1969

Arralen April 4, 2021 19:41

Quote:

Originally Posted by backwardsEric (Post 152371)
Nick's newest release, 2.0beta1-119-g67203a37, was built on Ubuntu 18.04 with it's older version of the MinGW cross-compiler. It would be interesting to hear if that works on Windows 8.1 from those who had trouble with the previous releases.

Seems to work fine!

Nick April 5, 2021 03:41

The latest build has made Combat Regeneration - one of the big features for blackguards - optional in an attempt to make blackguard playable for advanced races (high-elf, adan, druadan). Let me know how that goes if you try it.

wobbly April 7, 2021 12:04

I had a couple of goes with a high elf paladin and then I had a go at FA 1.4 with a high elf paladin. My conclusion is that blackguards aren't the problem. The problem is a whole bunch of other stuff that changed between 2.9.3 and 4.x: monster power, monster density, improvements to pathfinding etc.

I mean just compare these 2:

Code:

N:302:Air hound
T:zephyr hound
C:g
I:110:10d9:30:15:0
W:23:2:0:120
B:BITE:HURT:1d7
B:BITE:HURT:1d7
B:CLAW:HURT:3d3
F:FORCE_SLEEP |
F:BASH_DOOR | FLYING |
F:IM_POIS
S:1_IN_10 | POW_0 |
S:BRTH_POIS
D:Swirling vapours surround this beast as it floats towards you, seemingly
D:walking on air.  Noxious gases sting your throat.

Code:

name:air hound
base:zephyr hound
color:g
speed:110
hit-points:68
hearing:30
smell:50
armor-class:36
sleepiness:0
depth:20
rarity:3
experience:200
blow:BITE:POISON:1d8
blow:BITE:POISON:1d8
blow:CLAW:HURT:3d3
blow:CLAW:HURT:3d3
flags:BASH_DOOR | FLYING
flags:IM_POIS
flags:FORCE_SLEEP
innate-freq:10
spells:BR_POIS
friends:100:2d7:Same
desc:Swirling vapours surround this beast as it floats towards you, seemingly
desc: walking on air.  Noxious gases sting your throat.

Its average hps have gone up, it has an extra attack, it appears earlier etc.

Ingwe Ingweron April 7, 2021 18:29

Yeah, it's more deadly. But in all the bugs I reported to Nick, that isn't one of them. More deadly is a feature. As Nick so often says, "FAAngband has that!" ;)

Arralen April 7, 2021 19:51

Quote:

Originally Posted by Ingwe Ingweron (Post 152422)
Yeah, it's more deadly.

And I thought it was me, having not played for a year or two.
Couldn't get out of Menegroth or Ephel Brandir, even with save scumming.
Didn't even try Gondolin.

Guess it's back to playing Hobbit Slingers. Or a Beorn Black-thingy. Yeah, that sounds like fun.

How is that "combat regen" supposed to work?
It seems I don't quite get it ... I have to cast spells during combat to regain health, ok, but what does "... and fading SP replenish your health more efficiently" mean?
How is this all supposed to work out in combat?

I am @lvl6 now, moving through the Eriador plains (5) towards the town.
"Whirlwind Attack", the use of that is obvious, but "Berserk Strength" with -10AC and nulling any HOT? And what does "Seek Battle" do for me other than draining SP?

Btw., I noticed some ... complainer material, obviously:

- auto clear "-more" prompts clears all message from the main window, not only "all but the last"

- I found a trap at 7N 17W, that is a range of 18.something steps away; Beorn Blackguard, Lvl 6 w. "Fury" .. is this due to "Search 37%" thanks to "a Ring of Utlity <+3wis,+4search>" I found on dlvl 2?

archolewa April 8, 2021 00:09

Quote:

Originally Posted by Arralen (Post 152426)

How is that "combat regen" supposed to work?

It seems I don't quite get it ... I have to cast spells during combat to regain health, ok, but what does "... and fading SP replenish your health more efficiently" mean?
How is this all supposed to work out in combat?

I am @lvl6 now, moving through the Eriador plains (5) towards the town.
"Whirlwind Attack", the use of that is obvious, but "Berserk Strength" with -10AC and nulling any HOT? And what does "Seek Battle" do for me other than draining SP?

Assuming its the same as Vanilla, Berserk Strength also makes you immune to fear and gived you a to-hit bonus. Not worth it (except the fear resistance) early, but once your AC gets higher, -10 is pretty negligible. "Seek Battle" is a detection spell that detects all monsters who can feel fear. Which is most monsters.

"Combat regen," Blackguards lose mana over time if they are not fighting. As that mana drains your health regeneration is faster. Basically, as you lose mana (both from spellcasting and over time) you gain health.

Nick April 8, 2021 00:59

Quote:

Originally Posted by wobbly (Post 152417)
I had a couple of goes with a high elf paladin and then I had a go at FA 1.4 with a high elf paladin. My conclusion is that blackguards aren't the problem. The problem is a whole bunch of other stuff that changed between 2.9.3 and 4.x: monster power, monster density, improvements to pathfinding etc.

I mean just compare these 2:

Code:

snipped for brevity
Its average hps have gone up, it has an extra attack, it appears earlier etc.

I think this is a question of general balance that will get sorted out over time. Many things are different from FA1.4, so comparing just a monster record doesn't tell the whole story - healing potions coming from V are much better, for example. Remember, this is not even a released version yet, and FA in its early days had some wild swings in difficulty (at one point wilderness monster density was cut by a factor of 5...).

Quote:

Originally Posted by Arralen (Post 152426)
- auto clear "-more" prompts clears all message from the main window, not only "all but the last"

- I found a trap at 7N 17W, that is a range of 18.something steps away; Beorn Blackguard, Lvl 6 w. "Fury" .. is this due to "Search 37%" thanks to "a Ring of Utlity <+3wis,+4search>" I found on dlvl 2?

The first of these is a change requested from angband.live, and seemed reasonable under the assumption that anyone playing with auto_more will have a message window open so can see the messages there. It's still open to be reverted if enough people don't like it.

The trap thing is working as designed. The new trap system in V (and new FA) roughly works as:
  • You get one chance (depending on searching skill) to detect any trap, when you first see the grid it's on
  • Most classes don't get to detect or disarm traps, but devices exist to temporarily disable them

MITZE April 9, 2021 19:38

More RFEs/Bug Reports
 
Felt like trying FAA archery again; this is a list of RFEs/bugs that I came up with up through killing Mim.



Apologies if some of these are already decidedly handled, or already in the issue list. Also if any of these are things just fixed.



----------------------------------------



RFEs
------



Give certain weapon base types (mostly polearms, as the generic polearm flavor text implies it) an innate AC bonus, bringing them in line with both their flavor text and their original implementation in old FA.


Flavor text for specific weapon base types implies an AC bonus for the following:


Main Gauche (because of the hand guard)

Long Sword (ditto)



Thrusting Spear
Awl-Pike



Magestaff
Quarterstaff



---


Implement some easy way to clear all auto-inscriptions in the related menu, rather than making one go through each individual thing and changing it manually.


EDIT: Actually, this might not be necessary; the player can just save their default preferences to whatever.prf, and load from that if necessary.



---


List the power of any known curses on an object upon [I]nspection; currently, it only lists the curses themselves. I see no reason why it shouldn't list the powers too, for convenience.


---


Rune description alterations:


Change Velocity from "powerful shooter" to something more definitive and grammatically correct; "It it an usually deadly shooter," perhaps?


---


Slings and crossbows are still shafted when it comes to egos/standarts, making them boring options compared to bows. More standarts and egos for the both of them, please!


---


We're still missing the general store ordering system, if that's something you had planned on actually implementing (FWIW I don't think it's necessarily needed anymore, due to how non-scarce resources are now).


---


We're also still missing being able to quiver throwing weapons, as per old FA functionality.


----------------------------------------



Bugs
------


The summon demon curse at least (might apply to other runes as well) seems to not check what it is on properly when it activates; my *weapon* just gave out a demonic shriek (summoned a demon), even though the rune itself was on my ring.


---


There are still problems with wilderness level generation; I've gotten spawned in a small niche separated from the rest of the level.


---


Certain egos (at least Wolfhide armour) display combat bonus information even when there are no bonuses or maluses (i.e. +0,+0), they probably shouldn't for conciseness.


---


Blacklock mages (probably other monsters too) have a problem with their monster recall: "He may cast spells which *insert black space here*, produce magic missiles (15), blind, confuse, or create darkness, about 1 time in 5."


The *insert black space here* is a literal long space with nothing in it, or at least nothing legible on the black background *bands tend to use.


---


Various sporadic effect curses probably need their proc frequency changed still, if you intend people to actually potentially use them. Currently using Wolfhide armor, and it's proccing its poison and hallucination curses multiple times within a minute or two of play.


EDIT: Actually, if this is a result of curse power affecting curse proc frequency/intenseness then this one might be alright.



---


'Cammithrim' activates for Illumination rather than Magic Missile; I mention it mostly because it doesn't align with pretty much all other *band experience. If it's intentional, ignore this one.



---


There's an issue with the spawning of enemies in at least certain wilderness vaults; I came across orcs being placed inside actual walls (rather than rubble).


---


If I recall correctly, some choices under ~ had to be removed because choosing them caused crashed. Well, the options are no longer there, but crashes can still happen; pushing most buttons from [1] to [9] still causes a crash.


---


Pretty sure this one is already on the docket, but for posterity Staves of Starlight claim to fire hundreds of millions of balls of weak light—I didn't actually use it to see if it was true, because if it *was* true it sounded like something that would take a while to process.

Nick April 10, 2021 07:32

Quote:

Originally Posted by MITZE (Post 152480)
Felt like trying FAA archery again; this is a list of RFEs/bugs that I came up with up through killing Mim.

Thanks. Detailed answers below :)

Quote:

Originally Posted by MITZE (Post 152480)
Give certain weapon base types (mostly polearms, as the generic polearm flavor text implies it) an innate AC bonus, bringing them in line with both their flavor text and their original implementation in old FA.

List the power of any known curses on an object upon [I]nspection; currently, it only lists the curses themselves. I see no reason why it shouldn't list the powers too, for convenience.

Change Velocity from "powerful shooter" to something more definitive and grammatically correct; "It it an usually deadly shooter," perhaps?

The summon demon curse at least (might apply to other runes as well) seems to not check what it is on properly when it activates; my *weapon* just gave out a demonic shriek (summoned a demon), even though the rune itself was on my ring.

If I recall correctly, some choices under ~ had to be removed because choosing them caused crashed. Well, the options are no longer there, but crashes can still happen; pushing most buttons from [1] to [9] still causes a crash.

Pretty sure this one is already on the docket, but for posterity Staves of Starlight claim to fire hundreds of millions of balls of weak light—I didn't actually use it to see if it was true, because if it *was* true it sounded like something that would take a while to process.

Now done.

Quote:

Originally Posted by MITZE (Post 152480)
Slings and crossbows are still shafted when it comes to egos/standarts, making them boring options compared to bows. More standarts and egos for the both of them, please!

Noted.

Quote:

Originally Posted by MITZE (Post 152480)
We're still missing the general store ordering system, if that's something you had planned on actually implementing (FWIW I don't think it's necessarily needed anymore, due to how non-scarce resources are now).

I suspect probably not necessary too.

Quote:

Originally Posted by MITZE (Post 152480)
We're also still missing being able to quiver throwing weapons, as per old FA functionality.

It can be done by inscribing with @v0, @v1 etc.

Quote:

Originally Posted by MITZE (Post 152480)
There are still problems with wilderness level generation; I've gotten spawned in a small niche separated from the rest of the level.

Yes, known bug.

Quote:

Originally Posted by MITZE (Post 152480)
Certain egos (at least Wolfhide armour) display combat bonus information even when there are no bonuses or maluses (i.e. +0,+0), they probably shouldn't for conciseness.

Blacklock mages (probably other monsters too) have a problem with their monster recall: "He may cast spells which *insert black space here*, produce magic missiles (15), blind, confuse, or create darkness, about 1 time in 5."
The *insert black space here* is a literal long space with nothing in it, or at least nothing legible on the black background *bands tend to use.

I can't reproduce either of these, but noted.

Quote:

Originally Posted by MITZE (Post 152480)
Various sporadic effect curses probably need their proc frequency changed still, if you intend people to actually potentially use them. Currently using Wolfhide armor, and it's proccing its poison and hallucination curses multiple times within a minute or two of play.

These are frequency 1d500 turns, and the effect lasts for 10+d10, so I think you're just being unlucky.

Quote:

Originally Posted by MITZE (Post 152480)
'Cammithrim' activates for Illumination rather than Magic Missile; I mention it mostly because it doesn't align with pretty much all other *band experience. If it's intentional, ignore this one.

It is intentional.

Quote:

Originally Posted by MITZE (Post 152480)
There's an issue with the spawning of enemies in at least certain wilderness vaults; I came across orcs being placed inside actual walls (rather than rubble).

Yes, this happens to objects too. Haven't tracked it down yet.

wobbly April 11, 2021 12:07

Qyluthugs summons don't seem to be answered in the Sirion Vale. At least I saw it fail a couple of times.

I ate a mushroom of second sight and could see the neutral 'p's from 130 away or so, not sure if that was intended.

Arralen April 11, 2021 20:32

Amon Rudh - lvl 16 "This place does not seem too risky".
also:
"The red worm ('d') ... is normally found at a danger level of 22 ... is worth 905.88 points for a 17th level character."

37.5% ooD should qualify as maybe a little bit, just a tiny little bit, maybe, too risky at least, I think ...

Actually, that bunch of in-depth uruk looks quite risky to engage, but maybe they don't qualify for "too risky"
;)

Oh man, Orfax, Boldor, Balcmeg are there, too ... all three bunched up. They are 6-8 levels "overdue", but this all adds up and promises to get nasty soon ...

Arralen April 11, 2021 21:08

1 Attachment(s)
Quote:

Originally Posted by Nick (Post 152486)
Quote:

Originally Posted by MITZE (Post 152480)

Blacklock mages (probably other monsters too) have a problem with their monster recall: "He may cast spells which *insert black space here*, produce magic missiles (15), blind, confuse, or create darkness, about 1 time in 5."
The *insert black space here* is a literal long space with nothing in it, or at least nothing legible on the black background *bands tend to use.

I can't reproduce either of these, but noted.

Priest does this, too:

Nick April 11, 2021 22:24

Quote:

Originally Posted by Arralen (Post 152518)
Quote:

Originally Posted by Nick (Post 152486)
Quote:

Originally Posted by MITZE (Post 152480)

Blacklock mages (probably other monsters too) have a problem with their monster recall: "He may cast spells which *insert black space here*, produce magic missiles (15), blind, confuse, or create darkness, about 1 time in 5."
The *insert black space here* is a literal long space with nothing in it, or at least nothing legible on the black background *bands tend to use.

I can't reproduce either of these, but noted.

Priest does this, too:

OK, so this is a thing.

MITZE April 11, 2021 23:42

Even More RFEs/Bug Reports
 
Up through killing Glaurung now.
----------------------------------------

RFEs
----------
For ammo, display damage per shot as well as per round; it's not as big a deal with melee since you have theoretically unlimited chances to do it, but you're limited by ammo with archery and one might opt to go with whatever does the most per shot rather than the most per round, especially since ammo destruction (especially arrows) is pretty high.

EDIT: Actually not as annoying as I originally thought; it's pretty easy to calculate damage per shot since both shots/round and average damage/round are both transparently displayed.
---
Staves of Remove Curse are still mostly pointless; they function exactly like the lesser scrolls (which are available in the shops in unlimited quantities), but are not available in town. As it is, the only real use they have is to rangers, as Create Ammo fodder.
I would suggest making them have a max power in between the Remove and *Remove* scrolls, but with more of a total range. Alternatively, make them try to dispel all potentially dispellable curses with a single use (with slightly higher power than a scroll, maybe), and if it fails to remove multiple curses treat it as only failing one.

----------------------------------------
Bugs
----------
The flavor text for standarts (which I'm pretty sure is actually implemented) doesn't display; looking at Thalkettoth, I just get the regular Leather Scale Mail flavor text.
---
Certain monsters that shouldn't still can spawn asleep (just recalled into the wilderness and am staring at a sleeping fire vortex).
---
The change to polearms giving them AC makes their display a little weird; it only displays the base value, like the bug with normal armour that you fixed (but since you said you don't intend on letting them get AC enchantments, could also leave this one as is).

Gauss April 13, 2021 17:12

First of all congratulations Nick, i was testing the 2.0beta last week and feels great. Just wanted to point that the wizard mode is broken. When activating the -w flag the game crashes after the starting message. I can open a github issue if you prefer.

Nick April 13, 2021 22:08

Quote:

Originally Posted by Gauss (Post 152549)
First of all congratulations Nick, i was testing the 2.0beta last week and feels great. Just wanted to point that the wizard mode is broken. When activating the -w flag the game crashes after the starting message. I can open a github issue if you prefer.

I can't reproduce that exactly - it doesn't crash, but doesn't seem to put me in wizard mode either. Any info on the crash?

MITZE April 16, 2021 15:23

Even *More* RFEs/Bug Reports
 
I'm pretty firmly in the endgame now and am starting to run into difficulty again—when I'm not abusing Decoy broken-ness, that is. I need a long bow of ossiriand with +2 might, enough things resist slays brands that the extra mult would be useful.

----------------------------------------
RFEs
----------
The Ranger's 'Create Arrows' should be a bit more lenient I think; I would expect to get mundane arrows from town staves, but I don't think I should ever get them if I'm nearly CL50 and making them from a _Healing. IMO if you're making them from anything past DL50-60 they should be practically guaranteed to be mithril/seeker arrows; as it is, Create Arrows is only being so useful to me right now because I have a bow with brand ammo, making the mundane arrows useful. If I didn't, it'd be very hit-and-miss, missing far more frequently than hitting.

----------------------------------------
Bugs
----------
You can blow up artifact devices by attempting to recharge them, I'm pretty sure that's not supposed to happen :)
---
I think 'Summon Winged Dragons' as a monster spell should be rethought; currently, some monsters that can be found outside Angband (such as Sauron) have it as a spell and will attempt to cast it, even though said spell won't actually result in a summon unless you're *in* Angband.
---
Sauron also has 'Summon Ringwraiths' as a spell; those don't exist yet as per Middle-Earth canon, or in the game AFAIK.
---
The Black Breath that the Ranger's 'Herbal Curing' spell is supposed be highly convenient for doesn't exist AFAIK either; without that, Herbal Curing only cures stunning and heals cuts, and isn't worth it for either (curing stunning might theoretically be useful, except it would mean that you were stunned, which penalizes spell fails).
---
The Ranger's 'Decoy' spell seems OP/bugged; if something does not have LOS on your decoy but it does have LOS on you, it seems like it won't target you at all, and will instead just maneuver to get LOS on the decoy.
If it *can't* maneuver to get LOS on the decoy, it'll just wander about like it's confused—I had a situation where I stuck the decoy behind some rubble, which was behind me in a corridor, when I had LOS on Cantoras and he didn't attack me once, just wandered aimlessly while I dakka'd him to redeath.
EDIT: For posterity, both Cantoras and Sauron were deaded without them attacking me at all, thanks to Decoy shenanigans.

MITZE April 17, 2021 00:16

Consistent Crash Bug
 
This one wasn't from my character; making it for another player on the webserver that I was spectating, Zabutor.


firstageangband: cave-square.c:1195: square: Assertion 'square_in_bounds(c, grid)' failed.


Crash kept happening around a nether worm mass outbreak on the goblin-drums special level; not sure what was triggering it, but there were traps and permanent walls nearby, so maybe it has something to do with them?


From Zabutor:
Quote:

[19:13] Zabutor: it was happening when they were in detect range but other side of a perm wall
[19:14] Zabutor: as I was digging to try to get there
[19:14] Zabutor: sort of like it was supposed to say something like "this appears to be perm rock" but no message, just crash

MITZE April 17, 2021 18:42

Quote:

Originally Posted by MITZE (Post 152606)
firstageangband: cave-square.c:1195: square: Assertion 'square_in_bounds(c, grid)' failed.

It's happened to me now too; even worse, mine is preventing me from continuing the game, game crashes on save load now.
Consequently, there's a save available if you want it, you'll just have to wait for someone with server access to show up to retrieve it for you.

MITZE April 22, 2021 23:24

Wilderness Traps
 
Certain traps probably shouldn't be allowed to spawn in the wilderness; I just had "a section of the ceiling" fall in behind me...

archolewa April 23, 2021 01:49

Quote:

Originally Posted by MITZE (Post 152744)
Certain traps probably shouldn't be allowed to spawn in the wilderness; I just had "a section of the ceiling" fall in behind me...

Maybe you were walking under an apple tree? Everything was bigger in the First Age.

Nick April 26, 2021 02:03

Quote:

Originally Posted by MITZE (Post 152522)
The flavor text for standarts (which I'm pretty sure is actually implemented) doesn't display; looking at Thalkettoth, I just get the regular Leather Scale Mail flavor text.

It works for me - it's at the top of the description, and the generic one is at the bottom (which possibly is a bit silly).

Quote:

Originally Posted by MITZE (Post 152522)
Certain monsters that shouldn't still can spawn asleep (just recalled into the wilderness and am staring at a sleeping fire vortex).

EVERYTHING starts asleep at night.

Quote:

Originally Posted by MITZE (Post 152522)
The change to polearms giving them AC makes their display a little weird; it only displays the base value, like the bug with normal armour that you fixed (but since you said you don't intend on letting them get AC enchantments, could also leave this one as is).

I've been through and looked at how FA used to do this, and it's:
  • AC and no bonus - [x,+0]
  • AC and bonus - [x,+y] (duh)
  • No AC but bonus - [+y]
  • No AC and no bonus -
Will fix.

Quote:

Originally Posted by MITZE (Post 152591)
You can blow up artifact devices by attempting to recharge them, I'm pretty sure that's not supposed to happen :)

Artifact devices need *work*.
Quote:

Originally Posted by MITZE (Post 152591)
I think 'Summon Winged Dragons' as a monster spell should be rethought; currently, some monsters that can be found outside Angband (such as Sauron) have it as a spell and will attempt to cast it, even though said spell won't actually result in a summon unless you're *in* Angband.

Agreed.
Quote:

Originally Posted by MITZE (Post 152591)
Sauron also has 'Summon Ringwraiths' as a spell; those don't exist yet as per Middle-Earth canon, or in the game AFAIK.

Yep, needs to be removed.
Quote:

Originally Posted by MITZE (Post 152591)
The Black Breath that the Ranger's 'Herbal Curing' spell is supposed be highly convenient for doesn't exist AFAIK either; without that, Herbal Curing only cures stunning and heals cuts, and isn't worth it for either (curing stunning might theoretically be useful, except it would mean that you were stunned, which penalizes spell fails).

Probably all true, and mostly applies to V too (although ringwraiths do get black breath there). I guess I want some kind of thematic curing spell for rangers and druids, but it does need some work. Filed as a bug in V (and so the fix will make it through to FA).
Quote:

Originally Posted by MITZE (Post 152591)
The Ranger's 'Decoy' spell seems OP/bugged; if something does not have LOS on your decoy but it does have LOS on you, it seems like it won't target you at all, and will instead just maneuver to get LOS on the decoy.
If it *can't* maneuver to get LOS on the decoy, it'll just wander about like it's confused. I had a situation where I stuck the decoy behind some rubble, which was behind me in a corridor, when I had LOS on Cantoras and he didn't attack me once, just wandered aimlessly while I dakka'd him to redeath.

Amazed no-one's reported this before. Filed as a bug in V.
Quote:

Originally Posted by MITZE (Post 152606)
This one wasn't from my character; making it for another player on the webserver that I was spectating, Zabutor.
firstageangband: cave-square.c:1195: square: Assertion 'square_in_bounds(c, grid)' failed.
Crash kept happening around a nether worm mass outbreak on the goblin-drums special level; not sure what was triggering it, but there were traps and permanent walls nearby, so maybe it has something to do with them?

This one is annoying, I do need the savefile to have a chance. Have pinged Gwarl.
Quote:

Originally Posted by MITZE (Post 152744)
Certain traps probably shouldn't be allowed to spawn in the wilderness; I just had "a section of the ceiling" fall in behind me...

Noted.

I've missed some of your RFEs here, I'll try to remember to go back and check them. Note that this reply just means that I've got to the point of at least documenting your issues, not that they're going to be fixed any time soon :)

MITZE April 26, 2021 18:38

Quote:

Originally Posted by Nick (Post 152791)
It works for me - it's at the top of the description, and the generic one is at the bottom (which possibly is a bit silly).

I've spectated other players of FAA some, and they don't seem to have the problem; I now suspect that this might be some weirdness attached to my savefile.

Quote:

Originally Posted by Nick (Post 152791)
EVERYTHING starts asleep at night.

If that's intended behaviour that's intended behaviour, but for posterity it feels wrong to me; as far as I can recall from my *banding experience certain monsters/monster races (such as vortexes) have always been ALWAYS_AWAKE or somesuch.

Quote:

Originally Posted by Nick (Post 152791)
This one is annoying, I do need the savefile to have a chance. Have pinged Gwarl.

His attention has been drawn to it once already, whereupon he immediately got distracted and forgot about it . . . we might be waiting a while.

Quote:

Originally Posted by Nick (Post 152791)
I've missed some of your RFEs here, I'll try to remember to go back and check them. Note that this reply just means that I've got to the point of at least documenting your issues, not that they're going to be fixed any time soon :)

Would it help if I just made the issues directly on Git myself? I have an account on there now, I just haven't been creating a bunch of new issues directly because it felt like it would be rude somehow . . .

Nick April 26, 2021 22:00

Quote:

Originally Posted by MITZE (Post 152806)
If that's intended behaviour that's intended behaviour, but for posterity it feels wrong to me; as far as I can recall from my *banding experience certain monsters/monster races (such as vortexes) have always been ALWAYS_AWAKE or somesuch.

Yep, it really is intended - it was a conscious decision in very early FA. Otherwise advanced races were nothing but "run away from hounds".

Quote:

Originally Posted by MITZE (Post 152806)
His attention has been drawn to it once already, whereupon he immediately got distracted and forgot about it . . . we might be waiting a while.

I have the save, but forgot to ask for the randart file, so we'll see.

Quote:

Originally Posted by MITZE (Post 152806)
Would it help if I just made the issues directly on Git myself? I have an account on there now, I just haven't been creating a bunch of new issues directly because it felt like it would be rude somehow . . .

No, that's fine. I can always make snarky comments and close them.

MITZE April 26, 2021 22:48

Crash: Travelling from Underground to Wilderness
 
Just posting about it here too for posterity (I already created the issue), but Zabutor has run into another (different?) crash; they fell into the underground via trap door and trying to use the upstairs to go back to the wilderness results in a game crash.

Nick April 28, 2021 09:30

Quote:

Originally Posted by MITZE (Post 152628)
It's happened to me now too; even worse, mine is preventing me from continuing the game, game crashes on save load now.
Consequently, there's a save available if you want it, you'll just have to wait for someone with server access to show up to retrieve it for you.

I have found the bug - it turns out themed levels weren't getting surrounded by permanent rock, so you could stone-to-mud through the edge of the level (into the void, presumably). So when Gwarl restores your savefile, don't stone-to-mud through the edge of the level. I've put a permanent rock block where you did it the first time :)

Arralen April 28, 2021 18:42

1 Attachment(s)
Strange down stairs with "Shockbolt Dark" tiles (when loading other tile sets everything looks fine) - this is Belegost, btw. :

Nick April 28, 2021 21:38

Quote:

Originally Posted by Arralen (Post 152881)
Strange down stairs with "Shockbolt Dark" tiles (when loading other tile sets everything looks fine) - this is Belegost, btw. :

Yes tiles are definitely Not Done Yet.

Arralen May 1, 2021 08:53

3 Attachment(s)
What's the 2nd book a blackguard is supposed to learn from, and where can I find it?
From CLASS.TXT I guess I should be seeing "Fear and Torment" in the book store, but I only get to buy the Necromancer book "Dark Rituals" which does not give me any spells!?!

... finally figured this out: The blackguard 2nd book is 4x as expensive as the necromancer book ...

(Yes, died so often I just got to the 2nd book ... :rolleyes: )

Shouldn't I be able to find the randart rapiers that actually dropped in the randart_xxx.txt file?

I had no trouble hitting forest trolls with my rapier (+22,+11), but absolutely could not do so with the crossbow (+12,+10) ... as a lvl 18 blackguard. Slightly frustrating ... I mean, it's f**** trolls lined up in corridor not much wider than them :rolleyes:
Yeah, I know, he's going to complain to me ... ;)

Generally the (+xx) modifiers on early armour seem much higher than in FA 1 ... is this intended, coming from the changes in Angband?
Finding a Wicker Shield of Resistance [2, +16] on level 7 seems ... lucky. But the hard leather armour is [+14] as well ...
(though it was dropped by Ulfang on level 10)

How is identify supposed to work (out) now? I'm lvl 18, and I have a growing pile of items where I "do not know the full extend of this item's powers" .. yet no ID scroll in sight. I am just unlucky concerning the scrolls, or must I to hope to get lucky and hit/get hit by the right things to figure out the item's powers?

"l"ook command and using "+"/"-" or arrow keys seems to target hidden doors (says "You see a granite wall", though) ...
In this case, it didn't happen instantly when I entered the level, but when a wolf broke through the door ... suddenly I was able to "l"ook at the other hidden door ...
pic, savegame attached.

.
.

Sacksquatch May 5, 2021 23:05

Hi again Nick. If you've already seen these, ignore.

Using '#' to check time has ceased working somewhat recently.
Also Mitze and I were noticing that a high % of combat rings have either aggro or siren. Not sure if intentional.

Playing the nightly on .live.

Pete Mack May 6, 2021 02:18

@Arralen--
Blackguard has intentionally terrible archery (though I think he should get a significant to-hit bonus with a light crossbow, and maybe thrown daggers. Those are a suitably dastardly weapons.)

Arralen May 6, 2021 22:56

2 Attachment(s)
Marked some potential bugs in my posting above.

Here's another one:

Wielding a cold branded randart rapier.
Shooting a ghoul with the crossbow of accuracy with non-branded arrow results in "is frozen on the spot" and a "held" status on the ghoul.

Nick May 7, 2021 02:18

Thanks, I am taking notice of this thread, and will say something with actual substance, some time :)

Pete Mack May 7, 2021 12:45

"The Ghoul is frozen to the spot!" is not a bug. That happens frequently when any monster is knocked down by a significant amount to 1 or 2 stars.


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