Wand of slow monster bug?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • BlueFish
    Swordsman
    • Aug 2011
    • 414

    Wand of slow monster bug?

    I just shot a scruffy hobbit with a wand of slow monster 3 times, got the message that he "looked slowed", then "more slowed", then "more slowed". He still kept up with me step for step after that. This is in 3.3.1.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    This is very interesting. I can't find the code that actually slows the monster down! Working on it ...
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Bother. Somehow the code stanza in dungeon.c which makes this happen got elided. Thanks for the bug report - looks like we will need a 3.3.2 after all ...
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #4
        there was an issue of the slowing down stacking. Was the elision a result of fixing this bug?

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          I'm pretty sure we had a (possibly not released) version in between "Slow Monster is overpowered" and "Slow Monster doesn't work". If only because I have faith in our devs to test their work.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Derakon
            I'm pretty sure we had a (possibly not released) version in between "Slow Monster is overpowered" and "Slow Monster doesn't work". If only because I have faith in our devs to test their work.
            Well, in order to fix the "wands IDd on unseen monsters don't give any messages" problem I had to backport a fairly large mon-timed refactor back to the 3.3-release branch. This was in one of the two RC releases of 3.3.1 in the days prior to its release. Looks like I didn't do or allow enough time for testing, because this didn't get picked up then. I of course had concentrated on the messaging (which is fine!) and failed to notice that the slow effect wasn't actually happening.

            Before I release 3.3.2 I need to check that none of other timed status effects are broken ...
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              Er, yes. I meant that when you fixed the "Slow Monster is overpowered" you presumably tested that it was no longer, in fact, overpowered. You didn't test for unexpected changes elsewhere, which is usually how bugs sneak their way in.

              A unit test suite for Angband would be pretty heinous...

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Derakon
                Er, yes. I meant that when you fixed the "Slow Monster is overpowered" you presumably tested that it was no longer, in fact, overpowered. You didn't test for unexpected changes elsewhere, which is usually how bugs sneak their way in.

                A unit test suite for Angband would be pretty heinous...
                Heh - we do actually have over a hundred unit tests now ... and code coverage is 10.4%. So just under nine hundred more tests to write then ...
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                Working...
                😀
                😂
                🥰
                😘
                🤢
                😎
                😞
                😡
                👍
                👎