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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,955
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Bugs and issues in 4.1.2
New thread for any problem encountered with the new release.
Here's my results of testing the messages with known and unknown (flavored) items: - wands: "it can be aimed" (unknown), "when aimed..." (known) - offensive rods: "it can be aimed" (unknown), "when aimed..." (known) - support rods: "it can be activated" (unknown), "when activated..." (known) - activatable offensive item (for ex. a ring of ice): nothing (unknown), "when aimed..." (known) - activatable offensive artifact (for ex. Narthanc): "when activated..." - potion of dragon breath: "it can be aimed" (unknown), "when aimed..." (known) So here we have the following problems: - looking at unknown rods leaks info about them (aimed vs activated) - missing info on unknown activatable items - different info for known activatable normal items vs artifacts (aimed vs activated again) - looking at unknown potions of dragon breath leaks info about them - potions of dragon breath are not "aimed" anyway - looking at unknown activatable artifacts leaks info about them Fixes: - all unknown rods should say "it can be aimed" (since we ask for a direction anyway) - all unknown activatable items should say "it can be activated" (as it is obvious by pressing 'A' that they can) - known activatable artifacts should say "when aimed..." (like everything else that can be aimed) - unknown potions of dragon breath should say "it can be quaffed" (like every other potion) - known potions of dragon breath should say "when quaffed..." (since obviously you drink the potion, then fire or ice erupts from your throat...) - unknown activatable artifacts should say "it can be activated" until you walk on them and learn their name ('a dagger' -> 'Narthanc' or 'a bronze amulet' -> 'Carlammas')
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! Last edited by PowerWyrm; December 22, 2017 at 15:18. |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Artifacts that activate for unaimed effects, like light or heal or teleport or whatever, should not be "aimed", they should be "activated". Only artifacts that, when activated, prompt the user for a direction or target should be "aimed".
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#3 |
Veteran
Join Date: Nov 2013
Posts: 1,587
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75 turns my left foot! 5 turns, maybe.
You're paralyzed! You are faint from hunger. You feel very good, you have 3 !CLW. You're paralyzed! You are faint from hunger. Hey, wait a minute. I just quaffed a potion of CLW, and it says it feeds me for 75 turns, why am I immediately paralyzed again? Wormtongue just stole all my coins (3400) and he was fleeing in fear and I had nothing to finish him off with given I only have melee attack. Now he is almost at full health, I'm out of food and fainting and my !CLWs are useless in staving off starvation. ![]() Last edited by Grotug; December 23, 2017 at 22:40. |
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#4 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,480
Donated: $60
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 | |
Swordsman
Join Date: Aug 2015
Posts: 279
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Quote:
If you don't have recall, you're probably dead. And as Nick said, there's no bug here, just pilot error. Never let a character get below hunger level "weak." If you're not carrying food and can't cast satisfy hunger, then start looking for food on the dungeon floor as soon as you hit "hungry," and if you hit "weak," recall immediately to go buy it. Last edited by luneya; December 24, 2017 at 03:22. |
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#6 |
Rookie
Join Date: Jul 2016
Posts: 14
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Wormtongue can cast heal, he'll drop all your coins when he dies though so just treat him as a temporary bank.
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#7 |
Prophet
Join Date: Apr 2008
Posts: 2,955
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I wouldn't recommend that when starving, as there's a better chance to get Salt Water than anything nourishing... worsening the problem.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#8 |
Swordsman
Join Date: Aug 2015
Posts: 279
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It depends on what you know. If there's a chance of the unknown being CSW or CCW, I'd take it; those are much more common than salt water. If you've already seen those two, then it's not worth the risk of quaffing the unknown unless you've also identified the salt water previously. (Perhaps that's how you got into the starvation mess in the first place.)
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#9 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#10 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 54
Posts: 429
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artefacts lost on level
Shouldn't it be that way that if you enter a level and have the option to loose artifacts if you leave the level ON, that you notice the artefact with entering the level ? I lost about 20 artefacts without even noticing ... *wonder*
edit: I am rather sure now that i lost artifacts without noticing them at entering levels ... i watched for the pink $ sign and i missed some without the $ showing up. Last edited by Tibarius; December 26, 2017 at 23:17. |
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