4.0.2 Bugs
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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 savefileLeave a comment:
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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.
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.Leave a comment:
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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:
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Tiny error:
In Godly Insights there's a spell called 'Pereption'.
Just saying.Leave a comment:
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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.Leave a comment:
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If you have nothing in your quiver and you press 'e' then '|' then an arrow key (up or down), the game hangs.Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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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.
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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 10.9.5Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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