4.0.2 Bugs

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    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.
    No problem here. Just reporting any bugs I find.

    Leave a comment:


  • Ingwe Ingweron
    replied
    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:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    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.
    Yes, that's what I'm saying.

    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:


  • Ingwe Ingweron
    replied
    Originally posted by Rowan
    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.
    At first, I didn't like the new quiver system, but it has grown on me as Nick has improved it from its first implementation.

    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:


  • Derakon
    replied
    Originally posted by Rowan
    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.
    Game mechanics-wise there is zero reason to put ammo in the normal inventory, because it takes up more space there. If the UI didn't annoy you then you probably wouldn't mind having pebbles in your quiver when you're using a bow or crossbow.

    Leave a comment:


  • kandrc
    replied
    Originally posted by Nick
    ...or without at least a stack trace.
    I knew I forgot something.

    Leave a comment:


  • Rowan
    replied
    Originally posted by Estie
    I have expressed my dislike of the new quiver as well, but there was a person who prefered the new system. I asked why and how exactly he used the quiver, because it boggled me, but he never answered. At least its now 2 vs 1 in favour of returning to old quiver
    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:


  • Estie
    replied
    Originally posted by Rowan
    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.
    I have expressed my dislike of the new quiver as well, but there was a person who prefered the new system. I asked why and how exactly he used the quiver, because it boggled me, but he never answered. At least its now 2 vs 1 in favour of returning to old quiver

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by kandrc
    "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?
    Currently, the only check in the code is higher level vs lower level, so yeah it happens.

    Leave a comment:


  • Rowan
    replied
    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:


  • MattB
    replied
    Originally posted by kandrc
    I loaded up my Sonic Screwdriver:
    scummed dl1 until I found it, then dove. Fastest win ever. Anyway, after killing M, I tunnelled out the entirety (literally) of DL100, then started farming summoners. I was having a fantastic time when, suddenly...
    You tried the break the game...and succeeded! What's the problem?

    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:


  • Nick
    replied
    Originally posted by kandrc
    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}
    Dodgy object of some kind - hard to track down short of live debugging, or without at least a stack trace.

    Originally posted by kandrc
    On a side note, it's good there are no Wood Golems. The Sonic is rubbish on wood.
    You just have to trick them into shooting themselves.

    Leave a comment:


  • Carnivean
    replied
    Originally posted by kandrc
    "The Berserker tramples over Lorgan, Chief of the Easterlings."

    Not sure if this is a bug or not.
    It's not new to this version. The last time I saw it posted the Berserker trampled it's summoner.

    Are uniques supposed to be able to get trampled? And should ordinary monsters be able to trample uniques?
    I'd say that they shouldn't. In fact I'd say that summoners should always be stronger than the summoned as well.

    Leave a comment:


  • kandrc
    replied
    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.
    scummed dl1 until I found it, then dove. Fastest win ever. Anyway, after killing M, I tunnelled out the entirety (literally) of DL100, then started farming summoners. 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}
    On a side note, it's good there are no Wood Golems. The Sonic is rubbish on wood.

    Leave a comment:


  • kandrc
    replied
    "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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