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What if the throwing menus were separated like inv/eq/quiv? Like, you hit v to throw and the first menu it brings up has only things that are made for throwing. If there's nothing on that screen, or if you press left or right, there would be different lists, probably the same inv/eq/quiv lists we already have.
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Then objects (flask of oil, throwing hammer, etc) should have an specific flag in the txt files for this.
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Playing the nightly (4.2.0 may be the same) and there was a spear under webs. I couldn't find any indication it was there except for the object window and moving over it. Seems like if it's hidden from sight it should be hidden from the object window, or if it's visible in the object window it should be visible on screen or at least to the look command. Or possibly I remembered it was there from before the webs covered it, but I still feel the same principle should apply.
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What are the current plans for the next release? ETA, will it be 4.2.1 or 4.3, anything that needs to be in it that's not in yet, etc.
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As for next release - once the nightlies are bug free is the general idea. With the new blackguards I wanted a little time for bugs to emerge and minor changes to be made too. Bugs are down under 20 now, so I think around a month is possible - but it could be longer, or theoretically shorter. And it will be 4.2.1 - the general idea being that 4.2 was a major change, and the 4.2.x series is essentially improvements on that, and maintains savefile compatibility. |
Sounds good. Thanks for the update.
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Perhaps this is a problem of the android port but I'll report a possible bug here, just in case.
When inspecting Google's Play Console I see that there are several crashes in findpath, from anonymous users. After trying to dissect the ndk coredump, the ndk-stack tool points me to this line: Code:
pf_result[pf_result_index++] = '0' + (char)(10 - dir); I'll try to reproduce the bug. |
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EDIT: OK, one massive bug found here already. I'm rewriting the whole thing. |
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