22 May 2011 development release
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Yet another build
Fixes for the tunneling bug that kaypy reported and for the magic missile crash that jens reported are now on their way to the next dev release. Note that the one marked ef9e70e6dc still has some problems; you'll want the one marked 31b20dac9b. It should be up in a couple hours. The only other changes from the 22 May 2011 release are the Mac OS X accented characters fix, some tweaks to level feelings, and a more sensible message at death about keeping randarts.Leave a comment:
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Been doing some digging.
Should monster_learn_resists or update_smart_learn abort where
gf_ptr->resist
gf_ptr->immunity
or
gf_ptr->vuln
is null?
Because as near as I can tell, when that null goes into FLAG_OFFSET(flag) we get a negative-wraparound on the unsigned flag_offset which is what causes the crash.
I'm not sure why the assertion failure was in z-bitflag.c though, when there was already an assert in update_smart_learn itself. Compiler optimisation, I guess.
Anyway, a new nightly should be out in a couple of hours. Thanks for the catch.Leave a comment:
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Been doing some digging.
Should monster_learn_resists or update_smart_learn abort where
gf_ptr->resist
gf_ptr->immunity
or
gf_ptr->vuln
is null?
Because as near as I can tell, when that null goes into FLAG_OFFSET(flag) we get a negative-wraparound on the unsigned flag_offset which is what causes the crash.Leave a comment:
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Looks like there will be a new nightly out soon, as there's not much testing that can be done if magic missiles crash the game ...Leave a comment:
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I'm getting about the same: magic missile = destroy the world
I have seen it occasionally get the spell off without crashing, but it's 80% crashing so far...Leave a comment:
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So far it's crashed for me each time someone cast a magic missile on me, so guessing it is still buggy...Leave a comment:
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Tinkered a bit more with this, seems the crash occurs whenever the kobold shaman casts a magic missile.
Made a new save just before the encounter. In the save file just walk north and walk around in the room until the kobold casts a magic missile. Have a bunch of the new and improved CLW, so it's quite safe :-)
Thanks for the savefile - I'll have a look this evening.Leave a comment:
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Tinkered a bit more with this, seems the crash occurs whenever the kobold shaman casts a magic missile.
Made a new save just before the encounter. In the save file just walk north and walk around in the room until the kobold casts a magic missile. Have a bunch of the new and improved CLW, so it's quite safe :-)Attached FilesLeave a comment:
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The Alter command doesn't seem to be working on some terrains. I am having to manually dig through veins and treasure.
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My dev-release summoning ritual worked!
1) Start a new character
2) A new dev-release will immediately become availableLeave a comment:
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Encountered a real bug!
I've started a HE mage, and was down at dlvl 3. Had just tried out like 4 different potions to ID them. Then a while later I was fighting a snake, when something offscreen mumbled, and there was an assertion crash.
I have a save file from less than 100 turns before, but don't believe it's helpfull (I've tried twice to reproduce the crash but no success). However I did find out that there was a kobold shaman lurking out of sight.Leave a comment:
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Assertion failed
Encountered a real bug!
I've started a HE mage, and was down at dlvl 3. Had just tried out like 4 different potions to ID them. Then a while later I was fighting a snake, when something offscreen mumbled, and there was an assertion crash.
I have a save file from less than 100 turns before, but don't believe it's helpfull (I've tried twice to reproduce the crash but no success). However I did find out that there was a kobold shaman lurking out of sight.Leave a comment:
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These two artifacts are top artifacts, so they need to beat egos in most combinations. And be relatively rare. Otherwise there is no "Wohoo!" -effect. Other artifact gloves are not that important.Leave a comment:
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Cambeleg and Fingolfin were unaltered old artifacts with +8 and +10 respectively. they need to retain those, because ego handgears are so powerful. Same for Cammithrim. without good damage bonuses it is just weak slaying ego with FA. If you look at damage bonus STR gives and find Cestus of Power (+5,+8) (+5) you have handgear that beats all of the above artifacts in damage if you actually need that +5 to STR. Cambeleg could still be preferred because of +2 CON, or Fingolfin because of +4 DEX, but if you have max blows and don't need CON that ego is better than any of the artifacts.
Cammithrim doesn't have a slaying ego (it might have earlier, but it doesn't now); it's basically supercharged gloves of Free Action. Its competition when you find it is likely to be Gloves of Slaying (which it might or might not beat through non-combat-boost abilities) or Gloves of Free Action, which it is strictly better than. Of course if you find it later after the better glove egos show up it's useless, but there's nothing wrong with that.
Also, Haradrim still has +1 blows.Leave a comment:
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I would prefer keeping speed, losing combat bonuses completely. Now it is weaker than Trickery (unless you tweaked trickery as well).
Haradrim has lost its extra blow as well, I take? Extra blow is much worse than damage bonuses. In shields damage bonuses actually make sense too, shield bashing is part of the medieval martial arts. If something shields would make it harder to hit multiple times, not easier.
These are all good
Didn't lose speed?
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