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Old April 2, 2021, 00:57   #1
Nick
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Current master post-4.2.2

The first bugfixes and improvements to 4.2.2 have now begun - almost completely thanks to backwardsEric. Latest version can be found on the release page (there is currently no macOS build for the very latest due to a Github error). Changes made:
  • Typos fixed in documentation
  • Improvements to build process
  • Some memory leaks plugged
  • Weight limit now updates correctly in inventory subwindow
  • Fixes to other inventory weight issues
  • Refilling of lanterns can be done from flasks in the quiver
  • Fix to sound not working on restart
  • Fix to web creation weirdness reported by Ugramoth
  • Fix crash on pressing enter in an empty quiver menu
  • Improvements to macOS tile display, should fix some of Bogatyr's issues with it
  • Attempt to fix various quiver issues
  • Big overhaul of how debug command code works
  • Display average damage for devices, spells and activations (thanks MarbleDice)
  • Improve cancelling of shapechanges (MarbleDice again)
  • Multiple other code improvements

It is also worth noting here that rephial is no longer updating. Both nightly builds and official releases should be downloaded from the release page; they will also be available on angband.live. There will possibly be some more changes to Angband web presence coming some time (sorry for the vagueness).
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Old April 8, 2021, 12:06   #2
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Small bug reported by the PWMAng community: you cannot macro "inscribe" command because the '{' symbol is reserved. For example, if you make a "{/a!d[Enter]" keymap to automatically inscribe your starting weapon so you don't accidentally drop it, it will work as long as you're playing, but if you close the game and restart it, the keymap will be changed to "^@".

Fix: like for '^' and '[', allow the symbols to be escaped so that the "{/a!d[Enter]" keymap is translated to "\{/a!d[Enter]" when saving and back to "{/a!d[Enter]" when loading.
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Old April 8, 2021, 12:14   #3
will_asher
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When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.
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My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
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Old April 8, 2021, 15:04   #4
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Quote:
Originally Posted by will_asher View Post
When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.
It can still be pushed around by other monsters.
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Old April 8, 2021, 22:54   #5
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Quote:
Originally Posted by Werbaer View Post
It can still be pushed around by other monsters.
Yea, some monsters are real bullies.
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Old April 8, 2021, 23:38   #6
Nick
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Quote:
Originally Posted by PowerWyrm View Post
Small bug reported by the PWMAng community: you cannot macro "inscribe" command because the '{' symbol is reserved. For example, if you make a "{/a!d[Enter]" keymap to automatically inscribe your starting weapon so you don't accidentally drop it, it will work as long as you're playing, but if you close the game and restart it, the keymap will be changed to "^@".

Fix: like for '^' and '[', allow the symbols to be escaped so that the "{/a!d[Enter]" keymap is translated to "\{/a!d[Enter]" when saving and back to "{/a!d[Enter]" when loading.
Now fixed by backwardsEric in the latest release on the releases page.
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Old April 9, 2021, 00:54   #7
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Quote:
Originally Posted by will_asher View Post
When you know that a monster doesn't move, it should stay on the screen once you see it, (even if it's in an unlit grid) because you remember it's there.
How many monsters can neither move nor teleport? Can't be many past the initial molds, right?
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Old April 9, 2021, 04:46   #8
Ingwe Ingweron
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Quote:
Originally Posted by DavidMedley View Post
How many monsters can neither move nor teleport? Can't be many past the initial molds, right?
Among uniques, the unpronounceable Q and Wirulin, non-uniques, skull drujs come to mind.
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Old April 13, 2021, 01:02   #9
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Imagine my Half-Trolls joy when he found an artifact ring on level 23.
He cleared the little vault and triumphantly wielded... an artifact ring of adornment.

Quote:
The Band 'Saetir'
Found lying on the floor in a vault at 1150 feet (level 23)

Cannot be harmed by Lightning.
I had a look at the randart log and this happened (dozens of times):

Quote:
>>>>>>>>>>>>>>>>>>>>>>>>>> CREATING NEW ARTIFACT
Artifact 17: power = 7
Creating Band
********** Evaluating for base item power ********
Artifact index is 17
the Band 'Saetir'
Mult after extra might is 1
After multiplying power for might, total is 0
Adding 4 power for jewelry, total is 4
Add 3 power for ignoring acid, total is 7
Add 1 power for ignoring electricity, total is 8
Add 3 power for ignoring fire, total is 11
Add 1 power for ignoring cold, total is 12
FINAL POWER IS 12
Base item power 12
Power too high!
Then we get:

Quote:
Warning! Couldn't get appropriate power level on base item.
Followed by:

Quote:
********** Evaluating result of supercharge ********
Artifact index is 17
the Band 'Saetir'
Mult after extra might is 1
After multiplying power for might, total is 0
Adding 4 power for jewelry, total is 4
Add 3 power for ignoring acid, total is 7
Add 1 power for ignoring electricity, total is 8
Add 3 power for ignoring fire, total is 11
Add 1 power for ignoring cold, total is 12
FINAL POWER IS 12
--- Supercharge is too powerful! Rolling back.
Ability chosen was number: 67
Adding ability: protection from fear
********** Evaluating artifact attempt ********
Artifact index is 17
the Band 'Saetir'
Mult after extra might is 1
After multiplying power for might, total is 0
Adding 4 power for jewelry, total is 4
Add 6 power for protection from fear, total is 10
Add 3 power for ignoring acid, total is 13
Add 1 power for ignoring electricity, total is 14
Add 3 power for ignoring fire, total is 17
Add 1 power for ignoring cold, total is 18
FINAL POWER IS 18
--- Too powerful! Rolling back.
It now attempts to fit every possible ability in, which of course it can't, until we get this and it moves on.

Quote:
Warning! Couldn't get appropriate power level on artifact.
New depths are min 12, max 24
Power-based alloc_prob is 99
<<<<<<<<<<<<<<<<<<<<<<<<<< ARTIFACT COMPLETED
Number of tries for artifact 17 was: 200
Now, I'm guessing that the crushing disappointment I felt means that Randart Creation is working exactly as [Nick] intended?
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Old April 13, 2021, 03:07   #10
Nick
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Quote:
Originally Posted by MattB View Post
Now, I'm guessing that the crushing disappointment I felt means that Randart Creation is working exactly as [Nick] intended?
Exactly

The important part of the process is that the artifact is to be of power 7, which is almost the same as 0. So it was destined to be rubbish.
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