The 3.3.0 release thread
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I was waving and calling 'coo-eee!' at a nexus vortex that had recently swapped me about in an unimaginably cruel fashion, in the hope that it would reconsider.
I have to say this isn't something I've done before...
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Edit: I was in a corridor; there were half a dozen Ts between me and the nexus vortex. I was standing still and smiting the onrushing Ts so I guess there would have been drops, but I'm absolutely certain I didn't move over one. Although thinking about it the 'drop creation' rather than the 'pick up' is probably the significant part, right?Last edited by scud; June 23, 2011, 03:36.Comment
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No panic save, and I don't think I'd just run over a drop.
I was waving and calling 'coo-eee!' at a nexus vortex that had recently swapped me about in an unimaginably cruel fashion, in the hope that it would reconsider.
I have to say this isn't something I've done before...
Maybe the object just got dropped, maybe it was fine and got messed up somehow, maybe it magically popped into existence. Who knows?Comment
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If I understand correctly, the error condition isn't that something necessarily just dropped, just that a dungeon grid the game was interested in seemed to have an invalid object in it.
Maybe the object just got dropped, maybe it was fine and got messed up somehow, maybe it magically popped into existence. Who knows?
d_m: I think this might be my fault. When working on level feelings I refactored object generation so that the feeling is adjusted in the calling function, not in the obj-make code itself. One of the changes was to change make_object from a bool (yes an object was created) to an s32b (the value of the created object). So wherever there used to be if (!make_object...) .... I replaced that with make_object(...); if (!o_ptr->kind) ... do you think you could give those changes a second opinion? They're in 40d63b8."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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In my games, I haven't changed equipment choices at all. Cover resists as best I can, and then choose the best AC combination that does not result in slowing. The *only* difference is that monsters hit me less, and when they hit I assume [I haven't looked] less damage gets through to reduce my hp. I consider that to be nerfing monster melee, although perhaps there is better term to use.
I had a recent warrior win in under 250K turns. I don't remember even getting close to that in 3.0 or 3.1. I think the reduction in damage from monster attacks played a large part.Have you ever worn Celeborn, and thought "I'd use something else if it had 20 less AC"?
Have you ever not worn Celeborn and thought "I'd use Celeborn if it only had 20 more AC"?
The AC doesn't affect your choice. The only thing boosting its AC does is to make the game easier."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Ranger cLvl 49.
Started fight buffed up (shield, speed, prot evil, heroism, berserk),
AC: 304
Speed: +31
HP: 1015 --> 853 after fight, no heals used
Melee damage: Avg 453 per turn .vs. giants
Code:R01: Fear hits 3 of 4, Atlas hits 1 of 4 R02: Fear hits 7 of 9, Atlas hits 0 of 4 R03: Fear hits 6 of 8, Atlas hits 1 of 4 R04: Fear hits 4 of 8, Atlas hits 1 of 4 R05: Fear hits 5 of 8, Atlas hits 0 of 4 R06: Fear hits 4 of 9, Atlas hurls a boulder, miss R07: Fear hits 7 of 8, Atlas hits 1 of 3, cave collapse, fear dodges R08: Fear hits 7 of 8, Atlas hits 1 of 4 R09: Fear hits 5 of 7, Atlas hits 1 of 4 R10: Fear hits 4 of 8, Atlas hits 0 of 4 R11: Fear hits 6 of 8, Atlas flees in terror R12: You have slain Atlas, the Titan
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I very much do not agree with you statement not to mess with the to_hit until the big redesign of combat. There are a lot of that going around, i.e. 'there is a big change coming for X, so there is no point in balancing X right now'. That leaves us with an unbalanced game right now, that will get big changes in a few years. But if you keep the same thought about not balancing things that will change in the foreseable future, we will never have a balanced game.
Now, I don't really know the formulas involved in this particular case, but if someone points me in the right direction, or posts the formulas involved, lets see if there isn't a minor tweak we can do to improve things right now.Comment
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This sounds like the same bug that someone else had when they killed Ar-Pharazon, yet it wasn't reproducible when re-loading from save and killing him again. So it can't be related to drop *generation*, because his drops were generated before the save (when he was created). So it is indeed something to do with objects and the floor - maybe there's a bug in floor_carry? Or maybe not ...
d_m: I think this might be my fault. When working on level feelings I refactored object generation so that the feeling is adjusted in the calling function, not in the obj-make code itself. One of the changes was to change make_object from a bool (yes an object was created) to an s32b (the value of the created object). So wherever there used to be if (!make_object...) .... I replaced that with make_object(...); if (!o_ptr->kind) ... do you think you could give those changes a second opinion? They're in 40d63b8.Comment
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I can confirm that this has happened to me before (game crash as you land the killing blow on a monster). After the panic save, you can reload and kill the monster without incident. The problem is, the only way you could get a savefile for testing is if you knew it was going to happen and got one right before you landed the blow, so reporting the bug is very difficult.If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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I was musing aloud on IRC last night while looking at this.
It seemed like there *might* be a way for special artifact generation to fail in a way that would create an object with a NULL kind. I will plug that hole and then keep looking.
I played for a few hours last night hoping to trigger the bug (I had GDB ready) but things decided to behave.Comment
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$ to exit keymap editor does not work for me - it treats $ as a keypress within the keymap rather than an exit command.Comment
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