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Old February 18, 2008, 05:11   #31
Anne
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I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it? Any specific information that would be helpful to you?
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Old February 18, 2008, 12:25   #32
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Quote:
Originally Posted by Anne View Post
I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it?
Well, generally have fun with it.

There is one bag crash reported that I cannot reproduce. If you can get any crash with a bag, by some chance, any info would be very welcome. If you cannot, I may assume the bug is fixed (e.g. misreported from an older version).

What is still unclear about the breeding/collapsing torches inside a bag is why the bug appears only in some cases. In particular, any sure way of reproducing it, with a savefile, would be very valuable.


* Takkaria: the star was actually a wildcard. I don't remember the unused options, but I've done 'rgrep option_name src/' on every one of them and a few didn't show any hits outside of 'options.*' in V (but some of them appear in Un and the other way around ;-). Sorry for not writing them down, but that was the 10th long rgrep session that night and I'm still not done....

Last edited by Bandobras; February 18, 2008 at 12:34.
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Old February 20, 2008, 01:38   #33
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So far, my current bag has only held flasks of oil and no problems there, so I'll switch to something else next. Have you heard of any problems with objects other than torches?

And exactly what objects should the bag hold? I've carried a good variety of objects, but nothing other than torches, oil, and spikes seem to go into it so far. I'd like to test with everything it carries, if possible, to see how they each act.
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Old February 20, 2008, 18:59   #34
Arralen
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Bag of Supplies
It doesn't crash any more in stores etc. and generally seems to work fine .. but I only tested with oil, spikes and empty bottles. Haven't figured out how to use them, and threw away an empty phial (or something like that) instead of trying if it fits into the bag too, though.

Cursed Ego Items
It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
- Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
- Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .

Last edited by Arralen; February 20, 2008 at 20:22.
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Old February 20, 2008, 19:53   #35
Pete Mack
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you can fill empty bottles from fountains. I can't remember how they work in UnAngband, but in ToME you can't tell what is in a fountain without (a) filling a bottle or (b) taking a potentially dangerous sip.
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Old February 20, 2008, 21:00   #36
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Yeah, I know, I always had fun with fountains in TOME/Theme and Adom .. but I dunno what to do with those empty bottles in UN. Speaking of ADOM .. another fun thing was to lure monsters onto traps ..

Traps - work on monsters?
Since when do traps work on monsters? Recently, I got:
"You hit the Spectral warrior.
You have destroyed the Spectral warrior.
You have found a trap.
The Fast Weir is dazed."
I havn't moved after the kill, it was still the very same turn, and the Weir was standing on the gas trap when I discovered it - 2 squares away from me and right on the edge of the non-sensed area. I always thought that only player-set traps work on monsters in (Un)Angband ?!
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Old February 20, 2008, 21:47   #37
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Originally Posted by Anne View Post
And exactly what objects should the bag hold?
What you said plus all kinds of useful containers, such as Bottles and Flasks, all kinds of ropes and then some. However, only the torches are treated specially, because only they have charges and they are remembered using a hack of some obscure kind. So I'd say, with torches you have the best chance of another free 100gp.

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Bag of Supplies
It doesn't crash any more in stores etc. and generally seems to work fine
I'm glad...

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=Arralen;5669 Haven't figured out how to use them
As Pete says, you can 'F'ill them from fountains, but also from potions and probably other things. No clue how much good it does to you, nor if all fountains are identified (some are).

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It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
- Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
- Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .
Yeah, pseudo-ID needs a big overhaul in 0.6.3. It started very smart and subtle and then was extended absent-mindedly to cope with new features. There is already the feature/bug that you don't see pvals in shops and perhaps also on the floor --- have you tried looking at the weapon in hand before it was identified? I've appended your report to the bug; not sure how much will be ever fixed in the 0.6.2 line, but at least in beta2 you shouldn't see (-38) pvals so often.

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I always thought that only player-set traps work on monsters in (Un)Angband ?!
I did, too, though I've not seen the code. But you know, Un has 4th generation AI, so who knows what brews under the hood...

* Takkaria: you can now diff your options.c and ours options.c and a few of the options that are removed from your options[OPT_MAX] do nothing in V.
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Old February 20, 2008, 22:49   #38
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Boots of Poison ?!?!
.. do "3x damage from poison" .. is that extra poison damage if I throw them at someone? Doesn't make that many sense to have that modifier on boots IMHO (Though I somehow think has been reported before ..)

Iron Helm (Glowing)
?Gauging it revealed only [5,+7] and it stayed <unusual> .. IDing in the shop turned it into "Iron Helm (Glowing)", but Inspecting does not tell anything about what glowing does ? (didn't notice any change in light radius ..)
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Old February 20, 2008, 22:57   #39
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-- have you tried looking at the weapon in hand before it was identified?
I Looked at it in the inventory, I think, but I didn't Wield it .. most likely the cursed flag would have made itself more obvious then

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.. but at least in beta2 you shouldn't see (-38) pvals so often.
Really hope so, got another (-36) for a somthing of intelligence or something like that .. hit "k", *letter*, "enter" faster than I could memorize what is was, obviously.

Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some % chance ?!
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Old February 22, 2008, 21:49   #40
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Originally Posted by Arralen View Post
Boots of Poison ?!?!
.. do "3x damage from poison" .. is that extra poison damage if I throw them at someone?
Nice idea. Quite possibly they do. What does the description say?

Quote:
Doesn't make that many sense to have that modifier on boots IMHO (Though I somehow think has been reported before ..)
The brand applies in weaponless combat. I guess every other blow you do with you legs, or something. I'm nor sure, but gloves may also act as a brand for your weapons (or was that rings?).

Quote:
Iron Helm (Glowing)
?Gauging it revealed only [5,+7] and it stayed <unusual>
Correct. Gauge only shows numbers.

Quote:
IDing in the shop turned it into "Iron Helm (Glowing)", but Inspecting does not tell anything about what glowing does ?
That's a known bug, most obvious ego abilities are not reported until *ID*.

Quote:
(didn't notice any change in light radius ..)
If you could verify this, please report the bug.

Quote:
Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some % chance ?!
Sounds fun, though flipping as in TOME quickly becomes just a little boring mini-game inside the main game. OTOH, would you carry cursed stuff with you just in case you find a shrine? Nope. Random ingredients stuffed at home until you find the right set and then use it at the best of dozens of cursed items you store, seems more like fun, but still not quite heroic for my tastes. Perhaps have a chance of filp proportional to XP worth of a monster each time you manage to hit with that weapon? Only if still cursed so that you don't end doing boring swaps?

Last edited by Bandobras; February 22, 2008 at 21:56.
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