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.
Wand of slow monster bug?
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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 BeatlesComment
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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 BeatlesComment
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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
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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 ...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..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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