Most annoying bugs
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The new drop profiles can fix this! I'll try to submit a pull request for it tonight.Comment
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One thing that's not a bug that annoys me sometimes is getting woken up from my rest for every little disturbance message. If a buff wears off, or an item recharges, I sometimes have to R& several times to get to full. I'd prefer that if there's no enemies in line of sight, it completes the rest to full and then displays the messages afterward, rather than waking me up from a nice nap for every little thing.Comment
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One thing that's not a bug that annoys me sometimes is getting woken up from my rest for every little disturbance message. If a buff wears off, or an item recharges, I sometimes have to R& several times to get to full. I'd prefer that if there's no enemies in line of sight, it completes the rest to full and then displays the messages afterward, rather than waking me up from a nice nap for every little thing.Comment
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What what what?!? You're installing a fresh meat counter? Will there be fish too?
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Genuine 'bug' (present in the 3.3.2 Mac port at least):
I am standing on a trapped chest. I am adjacent to a trap(s). If I 'disarm', the trapped chest is disregarded ie if there are two or more traps I'm asked which one and '5' simply rests, but if there is a single trap then that trap is disarmed by default.Comment
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Re notifications while resting, is there a rationale for the component parts of 'resistance' or 'resist heat or cold' to have different durations? These seem to be the most regular interruptions while resting.
Could health-related notifications be suspended while resting, if you're outside your low hit point zone? If I've got several hundred HP and am in a position to rest, I'd like to be able to simply rest my way through poisoning, the progression of wound healing, etc.
And as a purely personal request, I'd like big flashing lights and klaxons when I'm weak with hunger. For some reason I just don't notice and end up fainting in combat situations. Which isn't ideal.Comment
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Genuine 'bug' (present in the 3.3.2 Mac port at least):
I am standing on a trapped chest. I am adjacent to a trap(s). If I 'disarm', the trapped chest is disregarded ie if there are two or more traps I'm asked which one and '5' simply rests, but if there is a single trap then that trap is disarmed by default.
Thanks for all the issues so far, it's really useful feedback
Out of interest, why are people sticking with 3.3.2? Is it because the Mac port became unusable, or is it to do with the gameplay changes?takkaria whispers something about options. -more-Comment
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In my case, and I suspect the vast majority of cases, it's the window scaling issue. I played 3.4 for a couple of hours and the deeper I went the more claustrophobic the game window became. I spent more time looking at other sectors than I did actually playing the game...Comment
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I was thinking this other way around: a mage/priest with low STR would prefer a good light armor instead of heavy one. Weight matters when you are near max your carrying capacity before getting slowed.Comment
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(3.3.2, not a bug)
I can appreciate why, if the magic store has 3 staves of identify with 27 charges, selling an empty stave results in 4 staves with 36 charges. But if I sell an empty staff or wand not previously is stock, should this too be instantly recharged?
On the one hand it would be too easy a way to obtain a fully recharged item that would otherwise take a number of scrolls/spells to recharge yourself, with the significant risk of destruction.
On the other hand why is my local magic store selling empty staves/wands?
Should the magic shop offer a '100% non-explosive recharging service'? As the right price it would be useful in the early game, although later on when money isn't an issue it might make life too easy: if you're fireproof it would effectively mean you have multi-charge pseudo-rods.
Having sold an empty staff of speed, I'd at least like it to be available for resale – fully charged! – after x thousand turns. At present it will initially sit there in the shop window, empty, and will be gone the next time you visit.
Hmmm.Comment
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Timo: I have a gnome paladin right now with 17 STR who prefers wearing leather to heavier armors because he's always pushing his weight limit and doesn't need the extra AC that badly.
scud: the way I look at it is, the magic shop has figured out how to safely recharge the simpler staves with no risk of blowing them up. They'll charge you for that service. However, they can't do it with the more powerful staves like speed, destruction, etc. so you have to take your chances with Recharging spells/scrolls instead.Comment
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(3.3.2, not a bug)
On the one hand it would be too easy a way to obtain a fully recharged item that would otherwise take a number of scrolls/spells to recharge yourself, with the significant risk of destruction.
On the other hand why is my local magic store selling empty staves/wands?
Having sold an empty staff of speed, I'd at least like it to be available for resale – fully charged! – after x thousand turns. At present it will initially sit there in the shop window, empty, and will be gone the next time you visit.
Hmmm.Comment
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So it doesnt have to be on the list, and it doesnt have to be strictly a bug...here goes:
When poisoned and not wanting to waste a ccw, I wait it out by pressing rest. Rest 1 turn, check if anything dangerous has approached, rest 1 turn, check if anything dangerous has approached etc for way too much real time. I would love to have this ordeal automized somehow. I can see 2 ways:
1. Change how poisoned status works; instead of having a counter of 100 for 1 hp/round, make it 10 rounds for 10 hp/round.
2. Change behaviour of rest to not get interrupted by poison as long as hp remain positive. This should cause no problems for people like me who use colour indicator for low hp warning; not sure if people not using that option would be happy. Maybe bind the rest behaviour to said colour option ?Comment
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