4.0.2 Bugs

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  • Nick
    replied
    Originally posted by Thraalbeast
    In fight against Ibun I got assertion fail

    version: 4.0.2
    file: cave-square.c
    line: 374
    Expression: square_in_bounds(x,y,z)

    [edit] not easily repeatable so no savefile
    Can you remember where you were on the level, and what was happening?

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  • Thraalbee
    replied
    Assertion failed

    In fight against Ibun I got assertion fail

    version: 4.0.2
    file: cave-square.c
    line: 374
    Expression: square_in_bounds(x,y,z)

    [edit] not easily repeatable so no savefile

    Leave a comment:


  • fph
    replied
    Originally posted by Grotug
    This isn't a bug, but an idea about how to make ID'ing stuff less annoying. When you reach CL20 and you pick up an item you immediately know whether it's average, magical, or ego. Instead of having to pick up the item to discover this, maybe you could discover it by just walking over the item.
    The problem with id-on-walking-by is the following: suppose in the heat of the battle you step over an artifact, it gets identified and you miss the message. Then that artifact is permanently lost.

    Another point I'd add to your suggestions is that pseudo-id should tell immediately whether an item is excellent or splendid (and what its splendid properties are). It is information you could get anyway if you go through the hassle of equipping the item. The only situation in which those two extra turns could matter are when a rogue is sneaking through a dangerous area, but I think that it is a change worth the convenience.

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  • Grotug
    replied
    This isn't a bug, but an idea about how to make ID'ing stuff less annoying. When you reach CL20 and you pick up an item you immediately know whether it's average, magical, or ego. Instead of having to pick up the item to discover this, maybe you could discover it by just walking over the item.

    Leave a comment:


  • MattB
    replied
    Tiny error:

    In Godly Insights there's a spell called 'Pereption'.
    Just saying.

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  • kandrc
    replied
    Rods of light can be identified by use while blind.

    EDIT: No, actually they can't. My rod is not ID'd, but I know what it is, because the normal activation message was printed.

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  • PowerWyrm
    replied
    If you have nothing in your quiver and you press 'e' then '|' then an arrow key (up or down), the game hangs.

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  • PowerWyrm
    replied
    Some little glitch that has been on for a while now: when you press 'i' to look at your inventory, the first line is way too long.

    (Inventory) Burden 15.7 lb (164.2 lb remaining). Select Item: (Inven: a-d, / for Equip, | for Quiver, - for Floor, ESC)

    Over 120 characters, when the usual window width is 80.

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  • Timo Pietilä
    replied
    Originally posted by Grotug
    I've suffered the same thing on more than one occasion (including fairly recently). No real solution to that problem, unfortunately.
    It's a bug that nexus doesn't help, but saving throw seems to count, so try to max your WIS against level-teleporters. Not a problem for priests, but HT warriors might have a big problem with that.

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  • Grotug
    replied
    Originally posted by Nivra
    Clvl 25 HE Ranger on Dlvl 26 @ a vault, with my stash tucked away in another room:

    Code:
    Something commands you to go far away.
    You resist the effect!
    You sink through the floor.
    This place seems reasonably safe.
    Well, there goes my stash. Luckily, I held onto 2 copies of each spellbook this time (There was a Hydra in the vault). But I didn't get to loot the vault, yet. I also lost all my identify and magic mapping, and my highest dps weapon that was just a smidge too heavy for me to use. Ahh wellz, c'est la vie.
    I've suffered the same thing on more than one occasion (including fairly recently). No real solution to that problem, unfortunately.

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  • Grotug
    replied
    I get visual draw problems when I SHIFT run down passageways. As @ moves, the passageway doesn't draw properly, making travel disorienting.

    Sometimes in town there are display glitches so that I can't see the shops.

    OS X 10.9.5

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  • kandrc
    replied
    Originally posted by Ingwe Ingweron
    I think they do, if @ is Hungry. Just like a scroll of Satisfy Hunger, you won't know on use what it is unless @ is Hungry.
    May well be. Have to say, I liked the old "gloopy green potion" thing.

    Anyway, another bug: Cast detect monsters (or, I assume any related single-turn detection). If perception kicks in and you auto-squelch by the next turn, your detection disappears without you having a chance to examine it.

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  • Ingwe Ingweron
    replied
    Originally posted by kandrc
    Potions of Slime Mold Juice don't ID on use.
    I think they do, if @ is Hungry. Just like a scroll of Satisfy Hunger, you won't know on use what it is unless @ is Hungry.

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  • kandrc
    replied
    Potions of Slime Mold Juice don't ID on use.

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  • PowerWyrm
    replied
    Originally posted by Timo Pietilä
    Guessing this in effects.c

    if (cave->mon_current && player_resists(player, ELEM_NEXUS))
    msg("You resist the effect!");

    Should set both up and down as false, which it doesn't do.

    So you get the message "You resist the effect!" and then tele-level.

    Also it seems that this doesn't consider saving throw at all.

    [EDIT] that saving throw check is in different place. Apparently you get a saving throw against all monster spell effects. Or not. Tele-away still works with perfect saving throw, so there is something that determines if it applies or not. Can't figure out what that something is though.
    [EDIT EDIT] Seems that it checks if there is save message in monster_spell.txt if I read source correctly. Tele-level does, so you should get saving throw against it.
    Ah ok, I didn't check the current source code. My copy has a "return" statement after the "You resist the effect" message, so yeah that's a bug.

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