4.0.2 Bugs
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Just read a ?Deep Descent in town, and instead of dropping @ to DL67 (5 levels deeper than his previous DL62) it dropped only to DL5. Did this get broken when the Deep Descent/Rest & issue was fixed?Leave a comment:
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Is the RNexus fix in the nightlies? But not the cone breath, is that what you're saying?
On another note, one minor bug I've noticed that was introduced during the 4.0beta fix for id by use problems. =Open Wounds identifies itself on activation, even if @ is at full hp. I think it is only supposed to ID when @ has some healing to do, much like !CLW, etc. At least, that's how it worked prior to 4.0.
Unless there's something really bad, I'm unlikely to do fixes to minor ID anomalies now, because 4.1 is slated to get rune-based ID which will turn it all upside down.Leave a comment:
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Haha! Hooray for voting. Let's close the polls now, while there's a clear majority.
I can't get the image out of my head, of a ranger with his bow and quiver of arrows, walking around the dungeon... He spots a pile of enchanted pebbles. "Ooh, those might fetch a price." He picks them up and fills up his quiver with the pebbles, because you know, technically they are also ammo.
I empathize with those who don't like the new quiver though. Especially the extra key-presses required by automatic wielding of ammo that you pick up to ID, but then want to drop. Possibly, the ID fixes planned for 4.1 (or is it 4.2) might solve that issue.
As for ordering, the old system required inscriptions to order ammo the way I liked, and the new system is a little bit better. I think Nick has improved the automatic ordering, though I think it still needs some work.
I'd like it better based on regular damage output (ignoring slays), from least to greatest. Right now, "ego" type trumps damage output, e.g., magical pebbles that outperform shots are placed first, even though the shots cause less damage and are what I'd like @ to "spam" fire with the "h" key.Leave a comment:
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Haha! Hooray for voting. Let's close the polls now, while there's a clear majority.
I can't get the image out of my head, of a ranger with his bow and quiver of arrows, walking around the dungeon... He spots a pile of enchanted pebbles. "Ooh, those might fetch a price." He picks them up and fills up his quiver with the pebbles, because you know, technically they are also ammo.Leave a comment:
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I can't get the image out of my head, of a ranger with his bow and quiver of arrows, walking around the dungeon... He spots a pile of enchanted pebbles. "Ooh, those might fetch a price." He picks them up and fills up his quiver with the pebbles, because you know, technically they are also ammo.Leave a comment:
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I looked around to see if this was mentioned anywhere, and I'm surprised I haven't seen anything, so maybe I missed a big discussion...
...but the new quiver system is really cumbersome and frustrating.
First, it's now a separate inventory that requires two key-presses to access. It used to show up at the bottom of regular inventory, so why change this?
Second, auto-arranging. Is there no way to customize or disable the auto-arranging of the quiver? Weak-to-strong or strong-to-weak, that doesn't match every player's playing style, but being able to customize it makes it work for everyone.
Third, auto-equipping to the quiver. Why would I want to put a bunch of pebbles in the quiver when I'm wearing a crossbow? Sometimes if you spot high-level ammo early on, it might be worth picking up to sell, even if it's not compatible with your equipped range weapon. But now I have to access the separate quiver inventory to view/sell it, and that's additional key-presses that didn't used to be there.
Obviously it's not game-breaking, and it's possible to get used to, but it feels less user-friendly than it used to be.Leave a comment:
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Currently, the only check in the code is higher level vs lower level, so yeah it happens.Leave a comment:
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I looked around to see if this was mentioned anywhere, and I'm surprised I haven't seen anything, so maybe I missed a big discussion...
...but the new quiver system is really cumbersome and frustrating.
First, it's now a separate inventory that requires two key-presses to access. It used to show up at the bottom of regular inventory, so why change this?
Second, auto-arranging. Is there no way to customize or disable the auto-arranging of the quiver? Weak-to-strong or strong-to-weak, that doesn't match every player's playing style, but being able to customize it makes it work for everyone.
Third, auto-equipping to the quiver. Why would I want to put a bunch of pebbles in the quiver when I'm wearing a crossbow? Sometimes if you spot high-level ammo early on, it might be worth picking up to sell, even if it's not compatible with your equipped range weapon. But now I have to access the separate quiver inventory to view/sell it, and that's additional key-presses that didn't used to be there.
Obviously it's not game-breaking, and it's possible to get used to, but it feels less user-friendly than it used to be.Leave a comment:
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Besides which, shouldn't it activate to breathe sound?
P.S. Purely out of interest, how did the hunger thing work with S.Dig and speed +70?Leave a comment:
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I was having a fantastic time when, suddenly:
Code:Program received signal SIGSEGV, Segmentation fault. 0x00000000004b6075 in object_kind_attr (kind=0x7ffff710c7b8 <main_arena+88>) at ui-object.c:99 99 return use_flavor_glyph(kind) ? flavor_x_attr[kind->flavor->fidx] : (gdb) print kind $11 = (const struct object_kind *) 0x7ffff710c7b8 <main_arena+88> (gdb) print *kind $12 = {name = 0xc3cfd0 "", text = 0x8085d0 "", base = 0x80c2a0, next = 0x8085d0, kidx = 8298864, tval = 0, sval = 8311968, pval = {base = 0, dice = -149895208, sides = 32767, m_bonus = -149895208}, to_h = { base = 32767, dice = -149895192, sides = 32767, m_bonus = -149895192}, to_d = {base = 32767, dice = -149895176, sides = 32767, m_bonus = -149895176}, to_a = {base = 32767, dice = -149895160, sides = 32767, m_bonus = -149895160}, ac = 32767, dd = -149895144, ds = 32767, weight = -149895144, cost = 32767, flags = "(\310", <incomplete sequence \367>, kind_flags = "\377\177", modifiers = {{base = -149895128, dice = 32767, sides = -149895112, m_bonus = 32767}, {base = -149895112, dice = 32767, sides = -149895096, <SNIP> (gdb) print *kind->flavor $14 = {text = 0x7ffff710c9d8 <main_arena+632> "\310\311\020\367\377\177", next = 0x7ffff710c9d8 <main_arena+632>, fidx = 4145072616, tval = 255 '\377', sval = 127 '\177', d_attr = 0 '\000', d_char = -149894680 L'\xf710c9e8'} (gdb) up #1 0x00000000004b0a46 in grid_data_as_text (g=0x7fffffffb670, ap=0x7fffffffb6a4, cp=0x7fffffffb69c L"Ă\001", tap=0x7fffffffb6a0, tcp=0x7fffffffb698 L"\037Ă\001") at ui-map.c:240 240 a = object_kind_attr(g->first_kind); (gdb) print *g $15 = {m_idx = 0, f_idx = 1, first_kind = 0x7ffff710c7b8 <main_arena+88>, trap = 0x0, multiple_objects = false, unseen_object = false, unseen_money = false, lighting = LIGHTING_LOS, in_view = true, is_player = false, hallucinate = false, trapborder = false}
You just have to trick them into shooting themselves.Leave a comment:
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Are uniques supposed to be able to get trampled? And should ordinary monsters be able to trample uniques?Leave a comment:
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I loaded up my Sonic Screwdriver:
Code:name:139:of the Doctor base-object:sword:Sonic Screwdriver graphics:|:B info:1:10:50000000 alloc:99:1 to 127 power:0:17d61:71:71:400 flags:PROT_FEAR | PROT_BLIND | PROT_CONF | PROT_STUN | SLOW_DIGEST | FEATHER flags:REGEN | TELEPATHY | SEE_INVIS | FREE_ACT | HOLD_LIFE | BLESSED | NO_FUEL flags:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON act:ENLIGHTENMENT time:0+1d1 values:STR[125] | INT[125] | WIS[125] | DEX[125] | CON[125] values:STEALTH[125] | INFRA[125] | SEARCH[125] values:TUNNEL[125] | SPEED[70] | BLOWS[70] | SHOTS[70] | MIGHT[70] | LIGHT[70] values:BRAND_ACID[5] | BRAND_ELEC[5] | BRAND_FIRE[5] | BRAND_COLD[5] values:BRAND_POIS[5] | SLAY_ORC[5] | SLAY_TROLL[5] | SLAY_GIANT[5] values:SLAY_DRAGON[5] | SLAY_DEMON[5] | SLAY_UNDEAD[5] | SLAY_EVIL[5] values:SLAY_ANIMAL[5] values:RES_ACID[3] | RES_ELEC[3] | RES_FIRE[3] | RES_COLD[3] | RES_POIS[3] values:RES_LIGHT[3] | RES_DARK[3] | RES_SOUND[3] | RES_SHARD[3] values:RES_NEXUS[3] | RES_NETHER[3] | RES_CHAOS[3] | RES_DISEN[3] desc:It's full of wibbly-wobbly, timey-wimey stuff, but it's not a weapon. desc: Never a weapon.
Code:Program received signal SIGSEGV, Segmentation fault. 0x00000000004b6075 in object_kind_attr (kind=0x7ffff710c7b8 <main_arena+88>) at ui-object.c:99 99 return use_flavor_glyph(kind) ? flavor_x_attr[kind->flavor->fidx] : (gdb) print kind $11 = (const struct object_kind *) 0x7ffff710c7b8 <main_arena+88> (gdb) print *kind $12 = {name = 0xc3cfd0 "", text = 0x8085d0 "", base = 0x80c2a0, next = 0x8085d0, kidx = 8298864, tval = 0, sval = 8311968, pval = {base = 0, dice = -149895208, sides = 32767, m_bonus = -149895208}, to_h = { base = 32767, dice = -149895192, sides = 32767, m_bonus = -149895192}, to_d = {base = 32767, dice = -149895176, sides = 32767, m_bonus = -149895176}, to_a = {base = 32767, dice = -149895160, sides = 32767, m_bonus = -149895160}, ac = 32767, dd = -149895144, ds = 32767, weight = -149895144, cost = 32767, flags = "(\310", <incomplete sequence \367>, kind_flags = "\377\177", modifiers = {{base = -149895128, dice = 32767, sides = -149895112, m_bonus = 32767}, {base = -149895112, dice = 32767, sides = -149895096, <SNIP> (gdb) print *kind->flavor $14 = {text = 0x7ffff710c9d8 <main_arena+632> "\310\311\020\367\377\177", next = 0x7ffff710c9d8 <main_arena+632>, fidx = 4145072616, tval = 255 '\377', sval = 127 '\177', d_attr = 0 '\000', d_char = -149894680 L'\xf710c9e8'} (gdb) up #1 0x00000000004b0a46 in grid_data_as_text (g=0x7fffffffb670, ap=0x7fffffffb6a4, cp=0x7fffffffb69c L"Ă\001", tap=0x7fffffffb6a0, tcp=0x7fffffffb698 L"\037Ă\001") at ui-map.c:240 240 a = object_kind_attr(g->first_kind); (gdb) print *g $15 = {m_idx = 0, f_idx = 1, first_kind = 0x7ffff710c7b8 <main_arena+88>, trap = 0x0, multiple_objects = false, unseen_object = false, unseen_money = false, lighting = LIGHTING_LOS, in_view = true, is_player = false, hallucinate = false, trapborder = false}
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"The Berserker tramples over Lorgan, Chief of the Easterlings."
Not sure if this is a bug or not. Are uniques supposed to be able to get trampled? And should ordinary monsters be able to trample uniques?Leave a comment:
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