Questions about curse bug

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  • Estie
    Veteran
    • Apr 2008
    • 2347

    Questions about curse bug



    I found that heavily cursed, but otherwise excellent armour earlier, uncursed it using ?? of Enchant Armor, wore it, it felt deathly cold and got cursed again, later read a ? of *Remove Curse* to uncurse it again, but it wont come off.

    I assume this is a bug.

    Im playing the version from the link on oook site, would getting a newer one fix this ? If so,which one do you recommend ?

    Could I unequip the armour in wizard mode ?
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    That's pretty nice armor, but yes, it's a bug. If you are compiling the code yourself, this fix should solve your problems.

    Comment

    • Estie
      Veteran
      • Apr 2008
      • 2347

      #3
      Thanks Pete, Ill try that.

      Comment

      • Cauldron
        Apprentice
        • May 2009
        • 62

        #4
        I've run afoul of this bug in 3.1.0; if I switch to some other build, will I be able to remove Calris? I'm afraid I do not compile the code myself.

        Code:
          [Angband 3.1.0 beta Character Dump]
        
         Sex    Male         Age            124   STR:  18/23  +1  -5  +8  18/63
         Race   High-Elf     Height          95   INT:  18/53  +3  +3  +8 18/193
         Class  Mage         Weight         214   WIS:     17  -1  +0  +2     18
         Title  Warlock      Social      Lordly   DEX:  18/25  +3  +1  +5 18/115
         HP     471/512      Maximize         Y   CON:  18/67  +1  -2 +11 18/167
         SP     301/301                           CHR:     17  +5  +1  +0  18/50
        
        
         Level               38   Armor   [31,+114]     Saving Throw         87%
         Cur Exp        1850400   Fight     (+8,+3)     Stealth           Superb
         Max Exp        1850400   Melee   (-10,+23)     Fighting       Excellent
         Adv Exp        1955000   Shoot   (+18,+17)     Shooting       Excellent
         MaxDepth   3450' (L69)   Blows      3/turn     Disarming            81%
         Turns          1241782   Shots      1/turn     Magic Device   Legendary
         Gold            302926   Infra       40 ft     Perception       1 in 16
         Burden       206.3 lbs   Speed           2     Searching            19%
        
         You are one of several children of a Telerin Ranger.  You have light
         green eyes, straight blond hair, and a fair complexion.
        
        
        
         Acid:..+...+.*.... Confu:......+......
         Elec:......+...... Sound:......+.+....
         Fire:......+...... Shard:.............
         Cold:....+.+...... Nexus:.............
         Pois:............. Nethr:.......+.....
         Fear:......+.+.... Chaos:........+....
         Lite:............+ Disen:+............
         Dark:....+........ S.Dig:.............
        Blind:.........+... Feath:...........+.
        
        PLite:............. Aggrv:+............
        Regen:............. Stea.:.......+...+.
        Telep:.........+... Sear.:.............
        Invis:............+ Infra:............+
        FrAct:........+.+.. Tunn.:.............
        HLife:....+........ Speed:...........+.
        ImpHP:............. Blows:.............
        ImpSP:............. Shots:.............
         Fear:............. Might:.+...........
        
        
          [Character Equipment]
        
        a) The Bastard Sword 'Calris' (5d4) (-18,+20) (+5) {uncursed}
             Heavily cursed.
             +5 constitution.
             Provides resistance to disenchantment.
             Cannot be harmed by acid, electricity, fire, cold.
             Aggravates creatures nearby.
             With this weapon, you would currently get 3 blows per round.  Each
             blow will do an average damage of 48 against evil creatures, 60.5
             against trolls, 60.5 against demons, 85.5 against dragons, and 
             35.5 against normal creatures.
        b) a Sling of Extra Might (x2) (+10,+17) (+1)
             +1 shooting power.
        c) an Opal Ring of Acid [+11]
             Provides resistance to acid.
             Cannot be harmed by acid.
             When activated, it grants acid resistance for d20+20 turns and cre
             ates an acid ball of damage 70.
             It takes d50+50 turns to recharge after use.
        d) a Topaz Ring of Intelligence (+3)
             +3 intelligence.
             Sustains intelligence.
        e) The Jewel 'Evenstar'
             Provides resistance to cold, dark.
             Cannot be harmed by acid, electricity, fire, cold.
             Sustains intelligence, wisdom, constitution.
             Stops experience drain.
             When activated, it restores your experience to full.
             It takes 150 turns to recharge after use.
        f) The Phial of Galadriel
             Cannot be harmed by acid, electricity, fire, cold.
             When activated, it lights up the surrounding area, hurting light-s
             ensitive creatures.
             It takes 10 turns to recharge after use.
             Radius 3 light.
        g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
             +2 strength, dexterity.
             Provides resistance to acid, lightning, fire, cold, fear, 
             confusion, sound.
             Cannot be harmed by acid, electricity, fire, cold.
        h) a Fur Cloak of Aman [3,+27] (+2 stealth) {nether}
             +2 stealth.
             Provides resistance to nether.
             Cannot be harmed by acid, electricity, fire, cold.
        i) The Small Metal Shield of Thorin [3,+25] (+4)
             +4 strength, constitution.
             Provides immunity to acid.
             Provides resistance to fear, sound, chaos.
             Cannot be harmed by acid, electricity, fire, cold.
             Prevents paralysis.
        j) The Hard Leather Cap of Thranduil [2,+9] (+2)
             +2 intelligence, wisdom.
             Provides resistance to blindness.
             Cannot be harmed by acid, electricity, fire, cold.
             Grants telepathy.
        k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
             +2 strength, constitution.
             Cannot be harmed by acid, electricity, fire, cold.
             Prevents paralysis.
        l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+5] (+3) {uncursed}
             +3 intelligence, dexterity, stealth, speed.
             Cannot be harmed by acid, electricity, fire, cold.
             Feather Falling.
             When activated, it teleports you randomly up to 10 squares away.
             It takes 20 turns to recharge after use.
        
        
          [Character Inventory]
        
        a) 3 Books of Magic Spells [Magic for Beginners] {@m1}
        b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2}
        c) 3 Books of Magic Spells [Incantations and Illusions] {@m3}
        d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4}
        e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5}
             Cannot be harmed by acid, electricity, fire, cold.
        f) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6}
             Cannot be harmed by acid, electricity, fire, cold.
        g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7}
             Cannot be harmed by acid, electricity, fire, cold.
        h) a Book of Magic Spells [Tenser's Transformations]
             Cannot be harmed by acid, electricity, fire, cold.
        i) 6 Crimson Potions of Cure Critical Wounds
        j) 8 Scrolls titled "to put co plum" of Teleportation
        k) 5 Scrolls titled "sacelevo crus" of *Destruction*
        l) 4 Ivory Wands of Teleport Other (27 charges)
        m) a Birch Staff of *Destruction* (3 charges)
        n) 3 Maple Staffs of Dispel Evil (2 charges)
        o) 2 Sycamore Staffs of Teleportation (18 charges)
        p) The Iron Helm 'Holhenneth' [5,+10] (+2)
             +2 intelligence, wisdom, searching.
             Provides resistance to blindness, confusion.
             Cannot be harmed by acid, electricity, fire, cold.
             Grants the ability to see invisible things.
             When activated, it detects treasure, objects, traps, doors, stairs, q) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
        
             Provides resistance to cold, fear, light.
             Cannot be harmed by acid, electricity, fire, cold.
             Blessed by the gods.
             Slows your metabolism.
             Speeds regeneration.
             Prevents paralysis.
             Grants the ability to see invisible things.
             When activated, it creates a frost ball with damage 100.
             It takes 40 turns to recharge after use.
             Radius 1 light.
             With this weapon, you would currently get 3 blows per round.  Each
             blow will do an average damage of 52 against evil creatures, 64
             against trolls, 64 against undead, 64 against frost-vulnerable
             creatures, 88 against demons, and 40 against normal creatures.
        r) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
             +2 intelligence.
             Provides resistance to fire, cold.
             Cannot be harmed by acid, electricity, fire, cold.
             Sustains intelligence.
             Slows your metabolism.
             With this weapon, you would currently get 3 blows per round.  Each
             blow will do an average damage of 33 against trolls, 33 against
             giants, 33 against demons, 33 against fire-vulnerable creatures, 
             33 against frost-vulnerable creatures, and 21 against normal
             creatures.
        s) 30 Rounded Pebbles of Lightning (2d2) (+8,+10)
             Cannot be harmed by electricity.
             Fired from your current missile launcher, this arrow will hit targets
             up to 120 feet away, inflicting an average damage of 270 against
             electricity-vulnerable creatures, and 90 against normal creatures.
             25% chance of breaking upon contact.
        t) 18 Mithril Shots of Slay Dragon (2d4) (+16,+11)
             Cannot be harmed by acid.
             Fired from your current missile launcher, this arrow will hit targets
             up to 120 feet away, inflicting an average damage of 297 against
             dragons, and 99 against normal creatures.
             25% chance of breaking upon contact.
        
        
          [Home Inventory]
        
        a) 3 Indigo Potions of Healing
             When ingested, it heals you a really large amount (35% of max HP, 
             minimum 300HP), heals cut damage, and cures stunning, poisoning, b
             lindness, and confusion.
             Provides nourishment for about 100 turns under normal conditions.
        b) 3 Purple Potions of *Healing*
             When ingested, it restores 1200 hit points, heals cut damage, and 
             cures stunning, poisoning, blindness, and confusion.
             It can be thrown at creatures with damaging effect.
        c) a Purple Speckled Potion of Life
             When ingested, it restores 5000 hit points, restores experience an
             d stats, heals cut damage, and cures stunning, poison, blindness, 
             and confusion.
             It can be thrown at creatures with damaging effect.
        d) 8 Red Speckled Potions of Restore Mana
             When ingested, it restores your mana points to maximum.
        e) 9 Oily Yellow Potions of Heroism
             When ingested, it restores 10 hit points, removes fear and grants 
             you resistance to fear and +12 to-hit for 1d25+25 turns.
        f) 4 Metallic Purple Potions of Berserk Strength
             When ingested, it restores 30 hit points, removes fear and grants 
             you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
        g) a Silver Ring of Strength (+4)
             +4 strength.
             Sustains strength.
             
        h) an Engagement Ring of Constitution (+2)
             +2 constitution.
             Sustains constitution.
             
        i) a Garnet Ring of Resist Poison
             Provides resistance to poison.
             
        j) a Calcite Ring of Lightning [+12]
             Provides resistance to lightning.
             Cannot be harmed by electricity.
             
             When activated, it grants electricity resistance for d20+20 turns 
             and creates a lightning ball of damage 85.
             It takes d50+50 turns to recharge after use.
        k) a Ruby Ring of Damage (+0,+8)
        l) Green Dragon Scale Mail (-2) [30,+13]
             Provides resistance to poison.
             Cannot be harmed by acid, electricity, fire, cold.
             
             When activated, it allows you to breathe poison gas for 150 damage.
             It takes d450+450 turns to recharge after use.
        m) The Full Plate Armour of Isildur [26,+25] (+1)
             +1 constitution.
             Provides resistance to acid, lightning, fire, cold, confusion, 
             sound, nexus.
             Cannot be harmed by acid, electricity, fire, cold.
             
        n) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
             +3 dexterity, speed.
             Provides resistance to acid, shards.
             Cannot be harmed by acid, electricity, fire, cold.
             
        o) The Leather Shield of the Haradrim [4,+15] (+2)
             +2 strength, constitution.
             Provides resistance to poison, fear, blindness.
             Cannot be harmed by acid, electricity, fire, cold.
             Sustains strength, constitution.
             Aggravates creatures nearby.
             
             When activated, it puts you in a berserker rage for d50+50 turns.
             It takes 50 turns to recharge after use.
        p) The Leather Shield of Celegorm [4,+20]
             Provides resistance to acid, lightning, fire, cold, light, dark.
             Cannot be harmed by acid, electricity, fire, cold.
             
        q) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
             +2 strength, constitution.
             Provides resistance to acid, fire, dark.
             Cannot be harmed by acid, electricity, fire, cold.
             
             When activated, it puts you in a berserker rage for d50+50 turns.
             It takes 80 turns to recharge after use.
             Radius 1 light.
             With this weapon, you would currently get 2 blows per round.  Each
             blow will do an average damage of 51.5 against trolls, 51.5
             against dragons, 51.5 against acid-vulnerable creatures, 72.5
             against demons, and 30.5 against normal creatures.
        r) a Long Bow of Power (x3) (+13,+17)
        s) a Heavy Crossbow of Accuracy (x4) (+21,+12)
        t) 18 Bolts (1d5) (+5,+5)
        u) 16 Mithril Bolts of Wounding (3d5) (+12,+11)
             Cannot be harmed by acid, fire.
             
        v) 20 Mithril Bolts of Slay Demon (3d5) (+8,+9)
             Cannot be harmed by acid, fire.
             
        w) 21 Seeker Arrows of Slay Animal (4d4) (+11,+15)
        
        
          [Options]
        
        Maximize effect of race/class bonuses        : yes (adult_maximize)
        Randomize some of the artifacts (beta)       : no  (adult_randarts)
        Restrict the use of stairs/recall            : no  (adult_ironman)
        Restrict the use of stores/home              : no  (adult_no_stores)
        Restrict creation of artifacts               : no  (adult_no_artifacts)
        Don't stack objects on the floor             : no  (adult_no_stacking)
        Lose artifacts when leaving level            : no  (adult_no_preserve)
        Don't generate connected stairs              : no  (adult_no_stairs)
        Adult: Monsters chase current location       : yes (adult_ai_sound)
        Adult: Monsters chase recent locations       : yes (adult_ai_smell)
        Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
        Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
        Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
        Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
        Score: Peek into object creation             : no  (score_peek)
        Score: Peek into monster creation            : no  (score_hear)
        Score: Peek into dungeon creation            : no  (score_room)
        Score: Peek into something else              : no  (score_xtra)
        Score: Know complete monster info            : no  (score_know)
        Score: Allow player to avoid death           : no  (score_live)
        I miss autoscum... but not that much.

        Comment

        • PaulBlay
          Knight
          • Jan 2009
          • 657

          #5
          Originally posted by Cauldron
          I've run afoul of this bug in 3.1.0; if I switch to some other build, will I be able to remove Calris? I'm afraid I do not compile the code myself.
          Maybe someone could put up a "patched" 3.1.0? From what I've read just changing to another build will not automatically allow you to remove Calris (but I may be wrong).
          Currently turning (Angband) Japanese.

          Comment

          • geoff_tewierik
            Adept
            • Mar 2009
            • 140

            #6
            Changing to a different build wont help, as I've had the same problem twice in two different builds.

            I have reported it as a bug on rephial.

            Comment

            • Cauldron
              Apprentice
              • May 2009
              • 62

              #7
              Well poo. This was a most promising character, too. Oh, wait. I have a 'hotfix'. launch the game again (before exitting the bugged game). This creates a 2nd save opportunity. Then you can exit the bugged game (saving it), then exit the un-bugged game (overwriting the bugged game.) I hope this works.

              Cool beans, it worked. I'm set back a bit, but better that than being forced to use an aggravating weapon.
              I miss autoscum... but not that much.

              Comment

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