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Can we change the colour of white wands? Spotting a white dash in a sea of white dots isn't easy. Also a minor display issue, the speed indicator doesn't automatically update when hunger changes.
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New builds are now up on the nightlies page and angband.live (source is here).
Mostly bugfixes, some tidying up after the blackguard changes, and some from backwardsEric to longer-standing bugs. |
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If you have a "ring of +2 to everything", then it will display as a ring +2. |
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It doesn't make sense and is somewhat annoying. |
Builds updated again to fix a couple of bugs.
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How about making Scrolls of Satisfy Hunger also do what they used to do, i.e., correct a gorged status too? So, @ hunger meter would be set at 50% upon reading the scroll, whether that @ was below OR above that number before.
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I suppose it's not as bad as "my axe embedded in his nervous system" but... |
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of Normal Satiation I'm suggesting these because I could use both of them in RL :D |
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Bug?
You see a Small iron chest (explosion device). You set off a trap! There is a sudden explosion! Everything inside the chest is destroyed! You see a Small iron chest (explosion device). You failed to disarm the chest. You have disarmed the chest. You see a Tulwar (2d4) (+6,+2). You see a Small iron chest (empty). You see a Heavy crossbow (x4) (+4,+6). The Tulwar and crossbow were from the chest. From the latest nightly. |
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Hi! I'm back to Angband after a 20 yr hiatus and its great, I was loving the kobold necromancer because rPoison, so I tried the latest nightly, to get the -1 on light, (in case I find Sting again) and the Miasma hallucinogenic cloud is fun at first, but I used it 4 or 5 times on a group of trolls, and its takes FOREVER to wear off, wihich is a bummer, I think, and the UI is literally telling me they polymorphed (into somewhat scarier creatures) but of course there is also the whacky visual effect, so its hard (maybe too hard) to tell if they really polymorphed. Then I cower in the corner for maybe 200 turns so I can see clearly. hehe I'm kinda laughing about it, but I don't plan ot use Miasma much!
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Miasma shouldn't affect the player I think.
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Well, it's meant to be in the theme of necros spells which have drawbacks for the player, but I think it's probably a bit overdone. I think character level divided by 2 might be fairer than multiplied by 2.
EDIT: Actually, playing around with it a bit I think about CL/4 seems right. |
Yes, it's fine to have some drawbacks, but that one is an early spell, and the necro doesnt have so much offensive tools at that stage. CL / 4 sounds good.
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Hi! The hallucination effect is one of the more awesome visual effects in the game so its fun to have some of it, and its literally frightening to the player in the moment, I mean it really raises the stakes in the situation, to have these monsters maybe actually polymorphing (but you can't tell if its just part of the hallucination). And, you cant 100% tell where they are. What that does, for me, is make it extremely tempting to keep casting Miasma over and over until the nasties are gone... so the duration gets stacked. That makes the question of whether to use the spell, a strategic one (in addition to a tactical one) because I have to decide if I'm close to the edge of the map, where I'm basically out of harms way, or will I get into collateral trouble from new comers during my recovery. I think the most fun way to do it, would be to give the player a savings throw, so that at high levels of wisdom (rare among INT based casters) they would mostly be OK ... and also, not have the duration stack, so that a player could cast it multiple times without additional penalty.
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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. |
Getting a crash with latest nightly, load save file, hit '/', 'E', 'y', 'space'. Crash.
savefile: https://www.dropbox.com/s/dwhko5lkpam3476/mrfy?dl=0 randart file: https://www.dropbox.com/s/5xgg2d5flz...ndart.log?dl=0 Hope this is enough. |
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The Quake spell of the BG destroys the town and leaves the dungeon intact... Sorry, but its funny!
The logic is reversed. effect_handler_EARTHQUAKE |
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https://www.dropbox.com/s/jww4it6j8mn77sl/mrfy?dl=0 https://www.dropbox.com/s/jvksruw44o...02d87.txt?dl=0 |
Shopkeeper just said to me: "Look at the food bar at the bottom of the screen to see how well fed you are."
Food bar? Is that a tiles thing? Or is it some buffet mode added to the game I haven't discovered. ;) |
Update of the findpath bug. Could reproduce the bug a couple of times.
https://i.ibb.co/B3dnsQM/bugfindpath.png It seems that the ox variable is overwritten by a buffer overflow, or something strange. |
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More likely is that some of the code in the symbol query function is dubious; I'm going to rewrite that a bit and we'll see if the next update fixes the problem. |
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New builds are now up on the nightlies page and angband.live (source is here). Changes are:
Testing encouraged, especially for the pathfinding, and also to see whether throwing shots and pebbles is OP. |
Thanks nick!!!
EDIT: I tried to all caps that, but the system de-capped it! |
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Also, big thanks to backwardsEric! He's doing a ton of great work that probably doesn't get the recognition it deserves.
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savefile again: https://www.dropbox.com/s/2iqxso7zipek5vs/mrfy?dl=0 https://www.dropbox.com/s/7hbqt9bvbb...02d87.txt?dl=0 https://www.dropbox.com/s/ajgv3fs2rxm0zfo/lore.txt?dl=0 Copy of the crashlog: https://www.dropbox.com/s/0eiocpl967...shlog.txt?dl=0 |
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I noticed it is recorded as 0 hp too - that looks a bit silly, I guess, but it happens because they can't actually be generated, only shapechanged into. |
Just bought some plain old Iron Shots at the store, and they don't combine with the plain iron shots picked up from the dungeon floor. Nothing unknown about them. No difference in their damage. But they are taking up two slots in the quiver instead of only one. A new bug introduced by recent quiver changes?
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Kind of like Apple getting rid of the headphone jack :D |
Interesting:
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That looks like it's tripling all bonuses instead of just the damage dice. Don't know if it's intended.
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The big problem I have with latest version is that it's almost impossible to play without being Full all the time. As soon as you quaff a few CSW potions you're at 95% satiation and it takes forever to go away.
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What annoys me is a whole bunch of good artifacts have slow digestion presumably for no other reason then it being a free "something" & slow digestion was massively ramped up because it's not worth having, so there's a whole bunch of nice artifacts with the unremovable slow digestion curse now.
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Google reports crashes in this two lines:
mon-lore.c:1666:23 (called from mon-util.c:941:30 after killing a monster) return &l_list[race->ridx]; mon-attack.c:509:57 bool visible = monster_is_visible(mon) || (mon->race->light > 0); It seems that some monster doesn't have a proper race. Can it be a shapeshift? The code at that time was updated to Vanilla revision de9d5e697. I dont know if it was fixed later. |
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It does look like a malformed monster race, but it's hard to know where the problem has arisen. One of those crashes is in make_attack_normal(), which indicates it was a problem with a monster which was functional enough to be making an attack. |
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Used Leap into Battle spell towards Eol, who was standing next to a falling rubble trap. Triggered the trap. Got hit by a rock. Got stunned. WAS wearing Crown of Serenity (rStun).
Bug or intentional behavior of falling rock traps? |
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Latest revision crashes when reading unaware scroll of Rune of Protection.
function object_flavor_aware: assertion "obj->known" failed |
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You can reproduce the bug with debug commands, creating the scroll and reading it from the floor.
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Oh and I finally found out why mimics don't match with the money they drop...
In mon_create_drop(), we use drop level to generate the drop: Code:
level = MAX((monlevel + player->depth) / 2, monlevel); Code:
obj = make_gold(player->depth, kind->name); |
Yeah, it looks like if you replaced that "any" with the type of metal the monster is you'd get that type of precious metal. The value passed in is only used to pick the type if the string doesn't match. So something like
obj=make_gold(level, "copper"); would always create copper coins, but if you found the creeping copper at depth 100 it would be many more copper coins (on average) than if you found it at depth 1. This would only be a cosmetic change, if I'm reading it correctly. |
I tried summoning creeping coins through the debug commands in 4.2.0 and I always got the exact number and type of coin I was supposed to. So, that seems to be working perfectly, actually. I haven't really watched when I'm playing a real game to see if everything matches up then.
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I'd remove Slow Digestion from the game altogether but the community probably isn't keen on removals. At least add some mushrooms of purging in shop 1, or something. |
In my variant I've added to shop for now:
Code:
name:Stomach Water |
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Or just revert the Scroll of Remove Hunger behavior to what it used to be, leaving @ satiated, but not full, i.e., upon reading it sets @ hunger to 50%, whether or not @ was above or below that.
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Since it's nearly a year since the beginning of the New Bad Old Days of the current hunger/food system (which brought to an end the Golden Age following the end of the Bad Old Days), I thought I'd just point at my post outlining some of the justification for the current system.
The current problem as I see it is one of balance. My planned solution is to change regen from adding a flat amount of digestion to doubling it, and change slow digestion from dividing digestion rate by 5 to dividing it by 2. We can see how the balance looks then. |
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New builds are now up on the nightlies page with the following changes:
EDIT: Right, small fix pushed, and angband.live updated |
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To be honest, I think the fact that we're now debating the hunger mechanic means the game is probably at its best ever, with great balance and entertainment. The monster upgrades and changes in 4.2 have successfully reversed the perception that the game was getting "easier", ever since version 3.0 was released (probably a true perception). Thanks Nick for all the great changes you've made since you took over. |
Totally concur; game is better than ever.
From my earlier post, I should have said that all potions should feed you the exact same amount (who wants to have to Inspect for this info?). And I kinda snuck in a name change reversion suggestion: Remove Hunger -> Satisfy Hunger. Addendum: I also have not had too many problems with gorging. But it can be very punishing. |
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Question about the behavior upon reading an unknown scroll. Didn't it used to say "You see no more Scrolls titled IDENTIFIED" rather than what it does now, "You see no more Scrolls titled GOBLYGOOK"? |
Remove/Satisfy Hunger doesn't have to go to exactly 50%, either. It always seemed low to me. Especially with the crazy calorie burning druid regen spell.
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i too for having little played 4.2.0, find that the current food system is not-well-balanced but ultimately better.
Getting too full helps prevent the spamming of CCW (or, even ?Phase and CLW), however, i think that the gorged penalty should work like so: 1. food and other will top up your hunger meter for a certain amount up to 100%. You cannot gorge on food (if you are at 80% and eat a ration, you go to 100% - obviously IRL you would be in control how much food you eat) 2. the next step requires a soft cap. This means that it takes longer for the hunger meter to go from 100% to 99% than it does from 99% to 98%. In other words, conventional food and scrolls cap you at 100%. 3. drinking potions can put you over 100%; at this point you become gorged, severely gorged, sick, and catatonic. -2, -4, -6, -10. The higher you go over 100%, the longer it takes to come down. The reasoning here is that you can eat normally until you are sated. Once you are sated, if you force to eat more because you need the HP, you are then punishing yourself with the excessive food, and get into the speed (and why not, combat as well) penalties. i think this is the best solution and if you disagree you are a dumb poopityhead. source: am a fatass. EDIT: obviously Trolls should have a massive advantage here with the hunger meter being shifted up to 150% max cap. |
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With the change, the charge from a wand or staff is also deducted before use which means that, for an unknown wand or staff, you won't get the message that was previously printed about the new number of charges. Could tweak it so that stuff from the pack is handled the old way, but stuff from the floor is handled with special care since that's the case that triggers one of the reported problems with Rune of Protection. |
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I think the easiest fix for things that are consumed is to call *_object_for_use() with no message, and then print a specific message in use_aux() after knowledge is updated. |
Not just unidentified scrolls, but reading an already identified scroll on the floor gives this:
You see no more scrolls titled "inventum" of Enchant Weapon To-Hit. It then lets you select the weapon. Canceling the action then says: You feel something roll beneath your feet. So you pick it up to read it but then drop it again? I guess that makes sense. Does it also take a turn of time to read but then drop? |
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Staff of Power worked outside LOS. I don't know how many squares its radius was from me but: I was in a very very long corridor when I started emptying Staff of Power charges at an approaching night mare. It was the only monster in the screen (Telepathy included) but I also got "it barely notices" or "it shudders" messages. Finally Vecna appeared on the screen in that corridor from the distance 0 N 20 W and he was missing one health star.
I have no idea if it is a bug so I don't report it. EDIT: Oh, and I also found weird that Gilim (ice) and Nan (fire) do not have resistances for their flavor elements. |
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EDIT: Teleport level is fine, but it does bring back #4131. My feeling is that our difficulties here indicate an underlying problem of how the code is approaching this; let me think about it for a bit. |
Hello, sorry if this is in the wrong place or has been asked before, I tried to use the search function best i could to check!
I'm trying to play through Terminal on my Mac using the version downloaded with Homebrew, but I'm crashing and getting a message after the title screen saying: "angband: Broken savefile - probably from a development version" I've tried deleting and reinstalling and stuff like that but to no avail! Wondered if there was an easy fix for this? The download version works fine, so it's no bother, I just like having it all neat and tidy in my console. Thanks in advance! |
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Savefiles are the files that hold your current characters. They are usually named with your username, without extension, and their content begins with the characters "SaveVNLA" (you can use "head filename -c 8" from the command line to display the first 8 characters of a file's content). They are usually not compatible along different major versions. It is not clear to me from your description what you are trying to do. Anyway: 1. If you had an active game saved with a previous version and wish to finish playing that character, you will need to reinstall the old version you were using. 2. If you wish to play different characters with two different Angband versions at the same time, you will need to tell them to load different savefiles with the command-line option "-u <savefile>" when running Angband. 3. Otherwise, if you only wish to play the new version, just delete the old savefile and a new one will be created. |
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