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#11 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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There seems to have been a change, as of the 4/22 stuff I have been messing with, that gives monsters saving throws when they didn't use to have them. I couldn't even ID a wand [sleep monster I think] with repeated aims at a cutpurse. Was there any change to that in this 5/5 release?
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#12 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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Quote:
Sure does seem like a bug. |
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#13 |
Swordsman
Join Date: Jun 2010
Posts: 300
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Noticed this in the dungeon now too; I found !CCW that won't stack with my inventory, and also a spellbook that similarly won't stack. It seems not to be related to inscriptions (my first though was hmm, these are both auto-inscribe items) - I tried removing the inscriptions and removing the auto-inscribe setting, no effect.
My character is a CL27 Mage, and this only started happening recently - I'm not sure what changed. The savefile and pref files were copied over from the previous release (Apr 23) if that is relevant. Should I open a ticket for this, even though I'm not a developer? I'm not sure what the correct process is here. ![]() |
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#14 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
Don't look too hard. The previous nightly I have is dated 1/13, so it could have been introduced much earlier. |
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#15 |
Adept
Join Date: Jun 2009
Posts: 128
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The was a failure to ID wands and staves by use bug a little while back. It was related to sleep / confuse / slow monsters I think. Can't find the ticket or thread right now, but pretty sure it was fixed in the last build I played.
________ ExoticMae cam Last edited by Taha; August 14, 2011 at 15:03. |
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#16 | |
Angband Devteam member
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Quote:
When a savefile is loaded, each object is read into memory using a function called rd_item_X, where X is the version number of the savefile. Object flag handling has now changed, so X was incremented to save and load the new flags properly using rd_item_3. I added code to rd_item_2 which should convert the flags of objects in old savefiles so that they stack properly with new objects, but for some reason this isn't working. The two relevant lines in rd_item_2 are of_copy(o_ptr->flags, o_ptr->kind->base->flags); of_union(o_ptr->flags, o_ptr->kind->flags); We saw this bug in staging but couldn't see why it wasn't working, and assumed that it must have been an artefact of us all using savefiles we'd played in the staging branch, where things tend to get a bit muddled. I couldn't reproduce it with a "proper" old savefile. But the assumption was wrong, and it is clearly a problem with the changes to object flags (ticket #120) and the rd_item_2 code. All patches and suggestions welcome. In the meantime, apologies for the inconvenience w.r.t. stacking. |
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#17 |
Angband Devteam member
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This was #1366 and was indeed closed about four weeks ago. Like d_m I am unaware of monsters getting additional saving throws for anything, but as Eddie says this could be an unintended side effect of something else. There has been a lot of refactoring of *player* saving throws to monster spells and breaths, but AFAICT that shouldn't yet have had any impact at all on monster saves. Definitely bears further observation though.
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#18 | |
Angband Devteam member
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Quote:
What bothers me about this is that I don't have any real idea which bugs/issues you (and other forks) consider intolerable and which are just irritants. IMO it might be worth adding a "severity" field to trac so that we can distinguish tickets in this way, and focus on fixing the top-rated ones. |
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#19 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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Previously I was under the impression that Enchant Weapon/Armour only got you as far as +10 before failing (or possibly being so unlikely to succeed that it was effectively 'impossible'). I've just dragged some arrows and speedy boots up to +15 levels. Nice.
Doesn't quite make up for losing my stock of books and scrolls and potions, though... |
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#20 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Yeah, the difficulty of enchanting was reduced awhile back. I couldn't tell you why, but at least in the case of armor it helps make up for the fact that you now need more AC than you used to.
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