4.0.1 Bugs

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  • krazyhades
    replied
    Originally posted by Nick
    I believe that is only a problem if you have chosen the grid rather than the monster, though.
    Yes, but this is very common. The two main situations I can think of that run into this are AoE spells/wand targeting (where you want to optimally place a ball spell), and when you need to do a "trick" shot behind a target to get the game to hit a monster that it thinks it can't target (because attempting to directly target it leads the missile path through an obstacle...this is very very important for all ranged abilities, and is very unintuitive to new players...it's most common for monsters to the side of a doorway or corridor entry or behind other monsters)
    Last edited by krazyhades; August 18, 2015, 14:33.

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  • Nick
    replied
    Originally posted by PowerWyrm
    This was changed in 4.0 to fix a problem with teleport other but then reverted again. I don't think this can be fixed because both ways contradict each other. Either you want to target a square or a monster. Note that the reverted behavior WILL kill your character at least once (happened to me) before you finally find out that the monster you wanted to teleport away didn't get chosen because "use old target" picked up the last square you targeted instead of asking again for a target.
    I believe that is only a problem if you have chosen the grid rather than the monster, though.

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  • PowerWyrm
    replied
    Originally posted by Estie
    Targetting:

    Old behaviour: I press *, it picks closest monster. I want to target the square, so I press o ("object") before <return>. The next time I use a targettable spell, it automatically uses that square; option "use old target by default" is checked.

    New behaviour: If I do the same, it will not target the square; it will target the monster. So either the behaviour has changed, or maybe the hotkey ? How do I target the floor underneath a monster ?
    This was changed in 4.0 to fix a problem with teleport other but then reverted again. I don't think this can be fixed because both ways contradict each other. Either you want to target a square or a monster. Note that the reverted behavior WILL kill your character at least once (happened to me) before you finally find out that the monster you wanted to teleport away didn't get chosen because "use old target" picked up the last square you targeted instead of asking again for a target.

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  • Nick
    replied
    Originally posted by TricksterWolf
    Apparently nopony here uses the Sound feature.

    The sound is totally screwed up in 4.0.1. It will take a sound effect that happens legitimately, then repeat the same sound effect every time a sound is called for. I don't know if it's the first effect after you enter a new hold or what the issue is exactly, but it's rather amusing to hit monsters and open doors and just hear "ding" or "awwww" or "pfft" over and over again. :V
    Oops. Which OS?

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  • TricksterWolf
    replied
    Sound effects are totes broken.

    Apparently nopony here uses the Sound feature.

    The sound is totally screwed up in 4.0.1. It will take a sound effect that happens legitimately, then repeat the same sound effect every time a sound is called for. I don't know if it's the first effect after you enter a new hold or what the issue is exactly, but it's rather amusing to hit monsters and open doors and just hear "ding" or "awwww" or "pfft" over and over again. :V

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Takkaria and I had many thread discussions about exactly this point during the 3.5 development phase. He had made the same change, originally thinking it made more sense, but reverted it after we discussed the desirability of targeting the floor with the "o"bject targeting command. Somehow, during all the 4.0 beta I never noticed that it had been changed again. lol. Glad Estie has caught it!
    Good to see I'm keeping up traditions...

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  • luneya
    replied
    Originally posted by Nick
    Thanks for the report and the log; it tells me that the crash was caused by the trap-triggering code. Sometimes that sort of information is enough, but not this time. If on your next crash you could give me the dump log and the savefile, that would be excellent.
    I haven't reloaded since the dump I posted, so this save-file should be correct. In my (and others') experience, the crash hasn't been reproducible by reloading the save, so I'm not sure it helps. But then, I don't think anyone has tried walking through a level without using detect traps, so as to deliberately set them off, so I suppose you could try that. If I remember correctly (after several days, I'm not sure I do), the trap that killed the game was somewhere in the upper-left quadrant of the map.
    Attached Files

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    OK, this behaviour was deliberately changed because it seemed to make more sense to target a monster if one was available - mainly to solve the problem of manually targeting something to teleport away, and then wasting a charge on the vacant square. I think that was a mistake. Targeting a square should target the square pure and simple, and it is the player's responsibility to cancel the target if they want to. So it will revert to the old behaviour in the next release.
    Takkaria and I had many thread discussions about exactly this point during the 3.5 development phase. He had made the same change, originally thinking it made more sense, but reverted it after we discussed the desirability of targeting the floor with the "o"bject targeting command. Somehow, during all the 4.0 beta I never noticed that it had been changed again. lol. Glad Estie has caught it!

    Leave a comment:


  • Nick
    replied
    Originally posted by Estie
    Targetting:

    Old behaviour: I press *, it picks closest monster. I want to target the square, so I press o ("object") before <return>. The next time I use a targettable spell, it automatically uses that square; option "use old target by default" is checked.

    New behaviour: If I do the same, it will not target the square; it will target the monster. So either the behaviour has changed, or maybe the hotkey ? How do I target the floor underneath a monster ?
    OK, this behaviour was deliberately changed because it seemed to make more sense to target a monster if one was available - mainly to solve the problem of manually targeting something to teleport away, and then wasting a charge on the vacant square. I think that was a mistake. Targeting a square should target the square pure and simple, and it is the player's responsibility to cancel the target if they want to. So it will revert to the old behaviour in the next release.

    Leave a comment:


  • wobbly
    replied
    Originally posted by Ingwe Ingweron
    Very minor bug - on inspection (lol) there is a misspelling in one of the "tips" propounded by the store keepers.

    "If you're in a bad situation, take a breather and "I"npect all your gear."
    Maybe the storekeeper has a lisp?

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  • Ingwe Ingweron
    replied
    Very minor bug - on inspection (lol) there is a misspelling in one of the "tips" propounded by the store keepers.

    "If you're in a bad situation, take a breather and "I"npect all your gear."

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    Originally posted by Ingwe Ingweron
    Just had a 9-headed hydra breath fire and it damaged a Scythe of Slicing (Holy Avenger) in @'s pack. Is this a bug? I don't recall fire breath ever damaging metal weapons. Sure, it'll burn up a wooden quarterstaff on the ground, but metal? Also, this was in the pack, even if it was wooden, I don't remember fire breath ever causing damage to the weapon in the pack.
    That's a bug - weapons in the pack should have a chance to be destroyed, but not damaged.
    Actually not a bug, in that this was possible (though rare) in 3.5.1.

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  • Nick
    replied
    Originally posted by luneya
    So, for the technical details, in case they're helpful: I'm running on OSX Yosemite, using the official 4.0.1 mac release, as downloaded from rephial.org. Attached is the dump log from the most recent crash; I didn't bother saving any previous ones, but I doubt they'd show anything more of interest. Heck, I don't know if this one is of any use at all; I'm not a programmer of any sort.
    Thanks for the report and the log; it tells me that the crash was caused by the trap-triggering code. Sometimes that sort of information is enough, but not this time. If on your next crash you could give me the dump log and the savefile, that would be excellent.

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  • luneya
    replied
    I've also been crashing repeatedly, at random moments (reloading the save and doing the same stuff over doesn't reproduce the crash). I've tried running the game fresh from a reboot, with no other programs open; this gave me several hours of trouble-free gameplay, but eventually it started crashing again, without my doing anything particularly stressful. Clearly these crashes are caused by some bug in the game itself.

    So, for the technical details, in case they're helpful: I'm running on OSX Yosemite, using the official 4.0.1 mac release, as downloaded from rephial.org. Attached is the dump log from the most recent crash; I didn't bother saving any previous ones, but I doubt they'd show anything more of interest. Heck, I don't know if this one is of any use at all; I'm not a programmer of any sort.
    Attached Files

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  • Ingwe Ingweron
    replied
    Originally posted by fph
    This is really minor: when you zap 2 rods of Do Something (2 charging), you get the message is "that rod is still charging". It should be "those rods are still charging", instead.
    I disagree. You are zapping only one of the rod's in a stack, not all of them at once, so the message is correct. The inventory still shows the number in the stack that are charging correctly as well.

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