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Old June 20, 2017, 23:51   #261
Saplaran
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Quote:
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This is a bug which I believe was fixed in the most recent build - which one was this in?
angband-4.0.3-816-gf643be9
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Old June 20, 2017, 23:57   #262
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Originally Posted by Saplaran View Post
angband-4.0.3-816-gf643be9
Hm. Any chance it was a game started in an earlier build?
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Old June 21, 2017, 00:57   #263
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You are right, the game was started with an earlier version.

But here is another pathfinding-bug (819-g9b83fba). Khim doesn't know how to get to me unless I enter the room. Example is in savefile as always.

And another completly gamebreaking bug!!1! In monster description:

Code:
It cannot be frightenedNothing is known about it's attack.
and
Code:
It resists cold, and cannot be frightened.  It can touch to shoot acid... (two spaces after the first sentence)
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File Type: zip Markus.zip (12.8 KB, 9 views)

Last edited by Saplaran; June 21, 2017 at 01:24.
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Old June 21, 2017, 04:03   #264
Ingwe Ingweron
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Originally Posted by Saplaran View Post
YKhim doesn't know how to get to me unless I enter the room.
Another example of the pathfinding issues that I've been talking about (e.g., with Saruman). Now, it might be argued that Saruman and Khim are exhibiting superior intelligence in not letting @ choose the field of battle, but the same behavior is seen with far less intelligent creatures, which leads me to believe it is a bug.
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Old June 21, 2017, 04:16   #265
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Another example of the pathfinding issues that I've been talking about (e.g., with Saruman). Now, it might be argued that Saruman and Khim are exhibiting superior intelligence in not letting @ choose the field of battle, but the same behavior is seen with far less intelligent creatures, which leads me to believe it is a bug.
I think so, too, since Khim hand no problem following me whereever I went once I entered the room.
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Old June 21, 2017, 13:59   #266
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Something still borked with selling, I'm afraid. You can sell some types of armour back to the shop for considerably more than it costs to buy. Soft leather armour costs 50 AU to buy, sells back to the shop for 224. The same issue seems to affect all body armour apart from robes, all shields, and the various metal boots and helms, but not leather caps/sandals/boots, cloaks, or any type of gloves. Make of that what you will.
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Old June 21, 2017, 15:51   #267
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NIghtlies page has new builds:
  • Status effect wands have more charges
  • Monster pathing is improved

In particular, the problem from Saplaran's savefile is fixed; the problem was monsters choosing a direction to move, and then failing to because someone else was in the way. Let me know if there are other deficiencies in monster pathfinding.

Note that the various message space problems aren't fixed, and nor are prices, but I wanted the pathfinding out for testing.
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Old June 21, 2017, 17:25   #268
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Let me know if there are other deficiencies in monster pathfinding.
Consider behavior of hounds, crebain, etc. @ found them in a room and they are awake and aware of @. They don't come out into the hallway, that was never their way, but @ retreated to a very close adjacent room expecting them to come after him, as they used to do before all the changes made to make pathing more effective. They just stay in their original room. Is this the desired action, especially by lower intelligence monsters?
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Old June 22, 2017, 15:27   #269
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Originally Posted by Ingwe Ingweron View Post
Consider behavior of hounds, crebain, etc. @ found them in a room and they are awake and aware of @. They don't come out into the hallway, that was never their way, but @ retreated to a very close adjacent room expecting them to come after him, as they used to do before all the changes made to make pathing more effective. They just stay in their original room. Is this the desired action, especially by lower intelligence monsters?
OK, I've checked, I agree, and there is a new build up (or will be shortly) which at least partly fixes the problem (prices still not fixed).
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Old June 22, 2017, 20:35   #270
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I LIKE the new Hound behavior. It makes them a lot harder to get around or kill. That said, if you go beyond one (say) 40 squares, they should start following you at a distance, and occasionally picking a new room to occupy. Cremains' never follow: like healers, they should prefer to stay in rooms with other animals.
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