4.0.1 Bugs
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Found a hidden copy/paste bug while porting some changes from 4.0 to my variant: in py_attack_hit_chance(), player tohit is added twice to the chance of hitting enemies instead of using the weapon tohit.Leave a comment:
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Artifact bug
I also found the artifact bug in my current 4.0.1 game. Playing a High-Elf warrior, standarts, I've only found Narthanc, Sting, Thorongil. Just went through a checkerboard vault at level 60 with 0 artifacts (but 3 rings of speed), which is so implausible with so few generated so far. Birth options are birth_keep_randarts, birth_start_kit, birth_no_selling. All other options are off.Leave a comment:
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Here you go. Savefile.
Thx for the tip to zip the file, fph!I was on dlvl 64 or 65 and had just spotted Arien. Wandered to the far east from my deep descent point on the south-west, hit -Detection, and saw it.
I had been playing with Stonebolt's tilesets and resizing the font so I could see it better on my tiny 12" screen. I noticed the monster list needed re-adjusting so I could see where Arien was (12S/12E of me or something like that). So I moved the subwindow showing the monster list. I click-dragged it into the position I wanted, let go of the mouse button (Trackpad button), and the game crashed.
I would upload a savefile, but the forum keeps giving me the "Invalid File" message when I try and attach a file.Attached FilesLeave a comment:
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Agree with changing it to work consistently like WoR and also for activation recharging times. If I have one Rod of Recall, and I recall to town, but one item at home, I ahve to wait for Rod of recall to recharge, which I can't do by R* or R&.Not necessarily a "bug", in that this has always been this way, but...
Is there a reason that once a ?Deep Descent is read, Rest '&' does not work the way it does for say, ?Recall ? When read from town, it's a minor annoyance to have to always enter a turncount while waiting for the deep descent to kick in.Leave a comment:
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Not necessarily a "bug", in that this has always been this way, but...
Is there a reason that once a ?Deep Descent is read, Rest '&' does not work the way it does for say, ?Recall ? When read from town, it's a minor annoyance to have to always enter a turncount while waiting for the deep descent to kick in.Leave a comment:
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Just crashed again.
I was on dlvl 64 or 65 and had just spotted Arien. Wandered to the far east from my deep descent point on the south-west, hit -Detection, and saw it.
I had been playing with Stonebolt's tilesets and resizing the font so I could see it better on my tiny 12" screen. I noticed the monster list needed re-adjusting so I could see where Arien was (12S/12E of me or something like that). So I moved the subwindow showing the monster list. I click-dragged it into the position I wanted, let go of the mouse button (Trackpad button), and the game crashed.
I would upload a savefile, but the forum keeps giving me the "Invalid File" message when I try and attach a file.Leave a comment:
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Yes, I believe that's exactly what I experienced. I had targetted a creature, but I guess the game thought I was targetting a square, so it kept firing when I expected a prompt for a new target.Leave a comment:
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Ok, something is definitely wrong with artifact frequency. Randarts, found 2 artifacts up to level 70 where I cleared a single cell GV with zero artifacts inside. I would normally expect at least 10, possibly more at such an event. This is the second such GV without any artifacts, too.
I still suspect that this is somehow connected with the "use same set of randarts" setting. In my game, I had the option checked after the previous character died.
Unfortunately, my character died when I felt cocky and opened the last cell of the vault too, which contained Glaurung who doubled moved to kill me.Leave a comment:
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While attempting to target in town, on press of '*':
Program received signal SIGSEGV, Segmentation fault.
0x00000000004081a1 in square_monster (c=0x9d00c8, y=22, x=33)
at cave-square.c:694
694 if (c->squares[y][x].mon > 0) {
(gdb) bt
#0 0x00000000004081a1 in square_monster (c=0x9d00c8, y=22, x=33)
at cave-square.c:694
#1 0x00000000004c93d8 in draw_path (path_n=11, path_g=0x7fffffffd210,
c=0xa22258 L"\037\037t \037#", a=0x9caa58, y1=11, x1=33)
at ui-target.c:811
#2 0x00000000004c9925 in target_set_interactive (mode=1, x=33, y=14)
at ui-target.c:1004
#3 0x00000000004c9290 in textui_target () at ui-target.c:741
#4 0x00000000004a563e in textui_process_command () at ui-game.c:314
#5 0x00000000004a568a in textui_get_cmd (context=CMD_GAME) at ui-game.c:326
#6 0x00000000004a593e in play_game (new_game=false) at ui-game.c:429
#7 0x00000000004dcc66 in main (argc=1, argv=0x7fffffffdc78) at main.c:552
(gdb) print c->squares[y][x]
Cannot access memory at address 0x549Leave a comment:
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When you use '?' to view the commands descriptions, the command line for the quiver doesn't show the '|' symbol, it just shows ' '.Leave a comment:
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It works if you target something directly. Using manual targeting now considers that you target the square instead of what's inside it, so using old target means you will forever target the same square until you target something else.Thoughts on "Use Old Target": I used to play with this, and I started off playing with this, but there have been multiple instances this game where it hasn't targetted like I expected, so I turned it off, and now I'm using new targetting each time, and it's slightly annoying too but at least I don't target incorrectly. I'll turn use old target back on and see if I can figure out when the unexpected targetting is happening.Leave a comment:
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