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Old April 20, 2015, 19:48   #421
Thraalbee
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Quote:
Originally Posted by Nick View Post
Update 4cb2aad fixes
  • Several remaining issues with randarts, including the 20k+ power thing (thanks myshkin)
  • *enchant* weapon taking two prompts (thanks fizzix)

Randarts now really fixed...

Also I can confirm there are monster movement problems, but haven't found the cause yet
I don't see any silly randards any more but are randart shooters really supposed to be so powerful? I find +2 shooting speed AND +2 shooting power a lot, especially since these are not replacing the epic items.
Who would choose Paurmimmen before Bragor below? These examples are all from the same game.

Code:
the Light Crossbow of Bragor (x5) (+9,+14) <+2>
-----------------------------------------------
+2 shooting speed.
+2 shooting power.
Provides resistance to dark, nexus.
Cannot be harmed by acid, fire.
Prevents paralysis.  

Min Level 33, Max Level 127, Generation chance 5, Power 176, 11.0 lbs
Based on Paurnimmen.


the Long Bow 'Ninath' (x5) (+11,+10) <+2, +1>
---------------------------------------------
+2 constitution.
+2 shooting speed.
+2 shooting power.
Provides immunity to lightning.
Provides resistance to fire, frost, poison gas, shards.
Provides protection from fear.
Cannot be harmed by acid, fire.
Slows your metabolism.  
Radius 1 light.  Cannot be refueled.


Min Level 43, Max Level 127, Generation chance 1, Power 267, 4.0 lbs
Based on Olórin.

the Heavy Crossbow 'Aranya' (x6) (+6,+22) <+2>
----------------------------------------------
+2 infravision.
+2 shooting speed.
+2 shooting power.
Provides resistance to fire, dark, chaos.
Cannot be harmed by acid, fire.
Speeds regeneration.  Prevents paralysis.  


Min Level 42, Max Level 127, Generation chance 3, Power 244, 20.0 lbs
Based on Stormwalker.
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Old April 20, 2015, 21:12   #422
Estie
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How do I unignore items ?
Old behaviour was that ignoring an ignored item offered to unignore it. Now there is only the same ignore routine again.
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Old April 20, 2015, 21:33   #423
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Quote:
Originally Posted by Thraalbeast View Post
I don't see any silly randards any more but are randart shooters really supposed to be so powerful? I find +2 shooting speed AND +2 shooting power a lot, especially since these are not replacing the epic items.
Who would choose Paurmimmen before Bragor below? These examples are all from the same game.
These randarts resulted from another unintentional change, this one in the object power code. The valuation algorithm was adding the number of extra shots to the object's value instead of multiplying the value by the total number of shots, as in 3.5. I've submitted a fix.
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Old April 20, 2015, 21:33   #424
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Originally Posted by Estie View Post
How do I unignore items ?
Old behaviour was that ignoring an ignored item offered to unignore it. Now there is only the same ignore routine again.
Huh - this seems to have changed between the April 19th version and today's: unignore is still there as an option in 5a6bbf0. (Inscribing individual items with !k also seems to be broken, although it doesn't work in 5a6bbf0 either so I don't know if it was ever actually functional in 4.0.) As a temporary stopgap you could inscribe the item with !d and pick it up.
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Old April 20, 2015, 21:51   #425
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Quote:
Originally Posted by Nomad View Post
Huh - this seems to have changed between the April 19th version and today's: unignore is still there as an option in 5a6bbf0. (Inscribing individual items with !k also seems to be broken, although it doesn't work in 5a6bbf0 either so I don't know if it was ever actually functional in 4.0.) As a temporary stopgap you could inscribe the item with !d and pick it up.
Both still seem to be working for me. What's happening for you?
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Old April 20, 2015, 22:00   #426
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Originally Posted by Thraalbeast View Post
I don't see any silly randards any more but are randart shooters really supposed to be so powerful? I find +2 shooting speed AND +2 shooting power a lot, especially since these are not replacing the epic items.
This has been fixed by myshkin in update 2c2bb6c, which will be up shortly is up now.
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Last edited by Nick; April 20, 2015 at 22:49.
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Old April 20, 2015, 23:56   #427
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For example: I squelch average diggers (ksb, where s is the letter of my shovel, and b is for the "all average diggers" prompt). The shovel vanishes. I press K (to show squelched items), pick up my shovel {squelched}, press ks again (kill, select s - shovel), and now there used to be an usquelch option, but its only asking me again if i want to squelch a) this item or b) all average diggers.

Option b) used to be "Do you want to UNsquelch average diggers" (or similar, my emphasis).

http://expirebox.com/download/f2ff64...ccc8cf704.html

^ that should hopefully be the savefile.
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Old April 21, 2015, 00:10   #428
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Originally Posted by Nick View Post
Both still seem to be working for me. What's happening for you?
All right, after some fiddling around I've figured out what happened, and it's not a newly introduced bug after all, just some mildly weird/inconsistent behaviour that pops up in specific circumstances.

* If you use the k command and select "this item only" to ignore something, you can use k again to unignore, no problem.
* On the other hand, if you use k and select the category option ("All average Blunt melee weapons" or whatever), you cannot unignore using k, but will just get the same ignore options again.
* If you foolishly think, "Hey, maybe the 'ignore' bit is just a typo and choosing 'this item only' will unignore it like I want", you will cause the item to enter a state of being "double-squelched", that is, ignored under the 'this item only' rule and the 'All average Blunt melee weapons' rule at the same time.
* Once it's double-squelched, if you try k again, the unignore option comes back, but selecting it will not cause the item to reappear, because you've only unignored the individual item - it's still squelched by the "All average Blunt melee weapons" rule. (Similarly, if you try to change the quality squelch settings to 'no ignore', that won't get your double-squelched item back because it's still squelched as an individual item.) So you have to do both before it's completely unsquelched and visible again.

(It appears that none of this is actually new - you get the same behaviour in 3.5, though I'm not sure about earlier versions.)

The !k problem is also slightly more complex than I first thought.

* If you inscribe a not-yet-ignored item !k and then try to squelch it with k, you'll be prompted to make sure you want to. If you squelch its category with the quality squelch settings, it will be spared. So far so good.
* If, however, you use K to temporarily reveal previously ignored items and inscribe one of them !k, that doesn't work. As soon as you hide ignored items again, the inscription will change to {!k, ignore} and it will just drop to the floor and be squelched.
* The same also applies if you choose (y)es at the "Really do that?" prompt to squelch a !k-inscribed item. Once you've okayed squelching it once, the !k inscription is 'broken' and it becomes a {!k, ignore} item, and you won't be able to keep hold of it until you've manually unsquelched it using k and/or quality squelch.

(Unlike the squelching behaviour above, this is new to 4.0. Items inscribed !k are never dropped/squelched in 3.5 regardless of circumstances.)

So, er, that's what's happening, basically. Clear as mud?
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Old April 21, 2015, 04:11   #429
Ingwe Ingweron
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Angband 4.0 dev 2c2bb6c

Crashed opening a chest. The OS crash has me so frustrated at this point. I think maybe it's time for me to take a break for a month from Angband.
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Old April 21, 2015, 07:01   #430
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Originally Posted by Ingwe Ingweron View Post
Angband 4.0 dev aa62c4d

Was able to find another almost identical situation with a ring of digging which causes a replicable crash bug. Wielding a ring of digging from off the floor (not to be confused with the one in @'s pack). "[w]ield" "-"floor "a" item "d" right ring slot "CRASH". If instead @ simply picks up the ring, it is auto-id as a Ring of Digging <+5> and added to the one in @'s pack. Attachment 1216

This is using OSX, so like the previous crash bugs I've submitted, it might not crash on other platforms.
How did this ring get on the floor? Was it created at level creation time? I get a crash on both OS X and Linux.

OS X stack trace: (obj->kind is an inaccessible pointer; the rest of the struct looks okay)
Code:
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
0x000000010006d2d7 in object_flavor_is_aware (obj=0x109f62b68) at obj-identify.c:170
170		return obj->kind->aware;
(gdb) bt
#0  0x000000010006d2d7 in object_flavor_is_aware (obj=0x109f62b68) at obj-identify.c:170
#1  0x000000010006eab9 in object_notice_on_wield (obj=0x109f62b68) at obj-identify.c:716
#2  0x000000010000dfd0 in wield_item (obj=0x109f62b68, slot=3) at cmd-obj.c:389
#3  0x000000010000e373 in do_cmd_wield (cmd=0x100167fb0) at cmd-obj.c:491
Linux stack trace (the entire kind struct is garbled):
Code:
Program received signal SIGSEGV, Segmentation fault.
0x00000000004b9053 in object_kind_char (kind=0x7fd93ce368d8 <main_arena+376>)
    at ui-object.c:109
109             return use_flavor_glyph(kind) ? flavor_x_char[kind->flavor->fidx] :
(gdb) bt
#0  0x00000000004b9053 in object_kind_char (
    kind=0x7fd93ce368d8 <main_arena+376>) at ui-object.c:109
#1  0x00000000004b90aa in object_char (obj=0x311b1a8) at ui-object.c:130
#2  0x00000000004a3e46 in prt_equippy (row=7, col=0) at ui-display.c:269
#3  0x00000000004a478d in update_sidebar (type=EVENT_EQUIPMENT, data=0x0,
    user=0x0) at ui-display.c:569
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