4.0.2 Bugs
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Here's a nasty one: the game crashed when a fire breath destroyed the last torch in inventory. Looking at the code, it's one of those cases of calling object_delete() within a "for (obj = p->gear; obj; obj = obj->next)" loop. -
Inventory overflow with autopickup and autoinscribe
Inventory is full, including an item (a rod in my case) with a non-default inscription.
When walking onto another rod of the same type (without an inscription), auto-pickup kicks in. The new item gets inscribed with the default inscription. Then, the last item in the inventory is dropped (you have no room for ...).
Correct behaviour would be to not pick up the item in the first place, if the inventory if´s full, and it can't be merged. Just like it happens if the item on the floor already has a non-matching inscription. Or drop the item that was just picked up and inscribed.Leave a comment:
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Just tried to fill all squares of a small labyrinth level with objects, then waited for more spawns until one finally made the game hang when killed. I guess this should really not happen in a normal game, but drop_near() didn't have the room to drop an artifact on the level and the inner loop doesn't manage that case.Leave a comment:
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BLINK spell: something "casts a phase door"
TPORT spell: something "tries to teleport away"
I think both of these can fail. The messages for these should probably be improved, if it's possible to display "blinks away"/"teleports away" when the spell succeeds and "tries to blink away, but fails"/"tries to teleport away, but fails" when the spell fails.Leave a comment:
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So, Nomad's solution seems reasonable - except that it would involve a hack even more egregious than the current hacks that allow the ID thing to work. Also, the fact that the problem could be removed by adding another potion that required a direction, and the fact that the ID system is (still, eventually) going to be turned upside down for 4.1 and the overarching fact that while bugfixing 4.0 is necessary, getting on to implementing more of the 4.1 plans than the cone breath thing (which was by far the easiest) is where the action really should be.
tl;dr - probably not going to be fixed.Leave a comment:
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tl;dr - probably not going to be fixed.Leave a comment:
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BLINK spell: something "casts a phase door"
TPORT spell: something "tries to teleport away"
I think both of these can fail. The messages for these should probably be improved, if it's possible to display "blinks away"/"teleports away" when the spell succeeds and "tries to blink away, but fails"/"tries to teleport away, but fails" when the spell fails.Leave a comment:
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Commit e6d5f77: a "return" was removed from the piece of code handling spell messages, leading to all spells always succeeding.
Code:/* Tell the player what's going on */ disturb(player, 1); spell_message(mon, spell, seen, hits); if (!hits) return; [B][U]<-- fix: add this line[/U][/B] /* Try a saving throw if available */ if (spell->save_message && randint0(100) < player->state.skills[SKILL_SAVE]) { msg("%s", spell->save_message); return; }
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Somewhere along the way (even before 3.5.1), S_KIN uniques lost their ability to summon "minions". They just summon their "kin".
This could be easily fixed by adding a marker for "kin" in monster_spell.txt and replace it by "minions" for uniques.Leave a comment:
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What about nexus resist preventing you from using teleport level? That was in one of the nightlies. Is that fixed? Can't find it from http://trac.rephial.org/Leave a comment:
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OK, I believe all outstanding bugs for 4.0.2 are either fixed (latest build will be up soon), or filed here. Note that I've confirmed the "too many Dracoliches" bug.Leave a comment:
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Except it didn't identify when the direction wasn't chosen. Nomad's solution sounds like a reasonable justification. The change needed would be for the potion to identify when a direction is not chosen, much like the identify scroll/staff/rod when no item is chosen.Leave a comment:
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Information leak bug. If @ quaffs an unidentified potion you can get the message something like, "Choose a direction..." Ah, that's !Dragon's Breath, but I shouldn't know that until after it's identified. And since I didn't choose a direction, it is just a "Light Brown Potion". Not sure of what the solution should be. I don't remember the problem existing in 3.5.1.Leave a comment:
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