Most annoying bugs

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  • wobbly
    replied
    Originally posted by DaviddesJ
    It's perhaps not a "bug" but the thing I find most odd is that I'm whacking away on monsters and they are yelling and screaming bloody murder and the monsters right next to them are sleeping soundly away. I understand that Stealth will help me move quietly and not wake up monsters, but why wouldn't the loud yelling of the adjacent monsters wake them up? It's more noticeable now that I'm playing with sound on!

    Of course this would be a big change.
    I always loved sangbands handling of sound with different actions all producing different amounts of sound. Though strangely my hobbit seemed to be able to dig quieter then my giant breathed.

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  • DaviddesJ
    replied
    It's perhaps not a "bug" but the thing I find most odd is that I'm whacking away on monsters and they are yelling and screaming bloody murder and the monsters right next to them are sleeping soundly away. I understand that Stealth will help me move quietly and not wake up monsters, but why wouldn't the loud yelling of the adjacent monsters wake them up? It's more noticeable now that I'm playing with sound on!

    Of course this would be a big change.

    Leave a comment:


  • PowerWyrm
    replied
    A check for m_ptr->r_idx != 0 would probably help (around line 357). Or simply prevent displaying the line when order[i] is zero.

    I checked the code for my variant and I have roughly the same code, though I never experienced the problem.

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  • fizzix
    replied
    Originally posted by takkaria
    Heh, it's great that you report it, don't worry that you don't have a savefile. Obviously it would be great if every time there was anything vaguely buggy happening people saved, but these bugs tend to show up again before long anyway...
    If I recall correctly, a savefile wouldn't help anyway. That bug won't be there on reload, which is why we haven't been able to eliminate it completely yet.

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  • Raajaton
    replied
    I have had that bug happen to me on numerous occasions. I believe every time I've seen it happen it has been after I recovered from hallucination after a non-resisted chaos breath.

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  • takkaria
    replied
    Originally posted by MattB
    No, I'm really sorry - I'm a bit new at all this, I should have thought about that at the time [blush].
    To be honest, as you can see from what was around me at the time, my mind was on other things (especially as I'm very close to my second ever win...), so I just snipped it and moved on. I actually didn't expect that I had stumbled upon anything significant or useful.
    Heh, it's great that you report it, don't worry that you don't have a savefile. Obviously it would be great if every time there was anything vaguely buggy happening people saved, but these bugs tend to show up again before long anyway...

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  • MattB
    replied
    Originally posted by takkaria
    Do you have a savefile that can reproduce that bug?
    No, I'm really sorry - I'm a bit new at all this, I should have thought about that at the time [blush].
    To be honest, as you can see from what was around me at the time, my mind was on other things (especially as I'm very close to my second ever win...), so I just snipped it and moved on. I actually didn't expect that I had stumbled upon anything significant or useful.
    FWIW, I got them all (except maybe that vrock)!
    If it's of any use, I just zapped my rod of detection and that popped up. After recalling, it disappeared next time I went back down into the dungeon. And if it makes any difference, I have one dynasty on my harddrive on 3.4.1, another dynasty on my harddrive from a previous version and yet another with my 6 year old son's save on a flash drive. I doubt that's relevant, but just in case it helps...
    I will try harder next time.
    - Matt

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  • takkaria
    replied
    Originally posted by MattB
    OK, here's a new one on me.
    What's that curious new monster I am also aware of?
    (Am I suffering from Schizophrenia?)
    P.S. Bit worried about that Vrock...
    Do you have a savefile that can reproduce that bug?

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  • MattB
    replied
    OK, here's a new one on me.
    What's that curious new monster I am also aware of?
    (Am I suffering from Schizophrenia?)
    P.S. Bit worried about that Vrock...
    Attached Files

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  • fizzix
    replied
    Originally posted by scud
    What what what?!? You're installing a fresh meat counter? Will there be fish too?
    Correction, I can't trivially fix this. Drop profiles don't seem to be set up properly for gold drops. I have successfully reduced the drop size to 0 pieces though.

    Leave a comment:


  • Estie
    replied
    Okay, to make clear what I want heres a different approach:

    Assume theres only 2 types of healing potion, small and big; the amount healed *for highlevel characters* should be similar to !ccw and !healing. However, the low levels need healing too, but not ccw at lvl 1, so let the potions have less effect for lowbie toons. This can be done by making it a function of character level or (imo better) hit points.

    So replace clw, csw, ccw, healing with 2 variable types.

    The temple sells the small type; how much should it cost ?
    I would suggest same as current csw. Its (barely) affordable for new characters, and the downpricing for highlevels can be justified with the loss of curative properties from old ccw.

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  • Derakon
    replied
    We have percentage-based healing -- the Healing potions on up will restore either a flat amount or a percentage of your max HP, whichever is greater. Functionally this only ever really makes a difference for warriors and paladins, though. The lower-level healing potions (C*W potions) did percentage-based healing for awhile, too, but it was too powerful; all you needed to take on Morgoth was a nice big stack of Cure Light Wounds and some Phase Door, since drinking 3-4 CLW would get you several hundred HP back at the end of the game.

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  • Estie
    replied
    We have characters that range from 10 hp to 1000 hp who need meaningful healing. That is being done with many tiers of healing potions; if the number of types of those is to be reduced, I dont really see an alternative to %based healing.
    However, I also dont see how %based healing potions can prevent me from supplying a similar amount of healing as current game has, thus maintaining the difficulty. You just need to get the numbers right.

    The reason for wanting to reduce the number is to make room for an item that cures status effects. As you said, it would be a good idea to make those rods/spells useful.

    As for the poison status annoyance, I think the best and easiest way would be to reduce the counter to a reasonable amount, like 10. Make the damage more than 1 per tick, but there is no need to keep the overall damage constant (as in 100/1 per round -> 10/ 10 per round); just pick suitable damage numbers that set the danger to a desired level. Obviously, this way is more bursty and thus more dangerous.

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  • Timo Pietilä
    replied
    Originally posted by Estie
    Lembas doesnt work; when dealing with, say, a pack of Algorth, you might have to use it in short succession. Maybe if eating it never makes you slow ?
    With my suggestion about % of remaining HP maybe, unless you use something small like 10% as base %.

    Maybe if we make "slow poison" give you strong protection to effect but not damage like actual resist poison?

    Originally posted by Estie
    What about reducing the amount of healing potions; make them % based by default, with a minimum effect; have a small potion that is sold at the temple and a big one that drops in the dungeon. The former heals 20% (minimum 3 times character level + 5), the latter 50% (minimum 6 times char level +10).
    Cure would potions were % based for a while, but it didn't work. Game got way too easy with that.

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  • MattB
    replied
    I too agree with both of the below posts.

    Leave a comment:

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