4.0.2 Bugs

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9629

    Originally posted by Timo Pietilä
    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/
    Yes, that one got fixed a couple of builds ago.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      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.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • PowerWyrm
        Prophet
        • Apr 2008
        • 2986

        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;
        	}
        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          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.
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9629

            Originally posted by Derakon
            Pretty sure it existed in 3.5. Ditto with Identify scrolls/staves, which prompt for the item to ID.
            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.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              Originally posted by Nick
              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.
              Totally cool. Much more interested in seeing 4.1. (And hoping for wilderness sometime in the future 4.2, 4.3 ....)
              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9629

                Originally posted by PowerWyrm
                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.
                They can only fail in the generic way, where all spells have a fail rate and you get the "tries to cast a spell, but fails" message. I believe once you see the specific message they have succeeded, so I will just change those messages as you suggest.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  Originally posted by Ingwe Ingweron
                  Totally cool. Much more interested in seeing 4.1. (And hoping for wilderness sometime in the future 4.2, 4.3 ....)
                  Why wilderness? What would be the point of wilderness in Angband?

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2986

                    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.
                    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                    Comment

                    • Werbaer
                      Adept
                      • Aug 2014
                      • 182

                      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.

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        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.
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9629

                          Originally posted by PowerWyrm
                          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.
                          Right - this might explain the crash on torch dying during digging I failed to find upthread. Which loop is it that the bad object_delete() is called in?

                          EDIT: I assume it's the one in inven_damage(). I should actually check them all.
                          Last edited by Nick; October 15, 2015, 13:36. Reason: Answered my own question
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • fph
                            Veteran
                            • Apr 2009
                            • 1030

                            I am at +36 speed, and I definitely noticed Morgoth getting a double move on me in several occasions. If I understand correctly how speed works, he shouldn't be able to do it, am I right? I am playing 4.0.2-22-gcd84ffe.

                            The attached savefile is taken immediately after a double move.
                            Attached Files
                            --
                            Dive fast, die young, leave a high-CHA corpse.

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              Originally posted by fph
                              I am at +36 speed, and I definitely noticed Morgoth getting a double move on me in several occasions. If I understand correctly how speed works, he shouldn't be able to do it, am I right? I am playing 4.0.2-22-gcd84ffe.

                              The attached savefile is taken immediately after a double move.
                              If there's any shriekers in the area, they could have hasted Morgoth. But I think that's the only way he can get faster than +30 speed.

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2986

                                Originally posted by Ingwe Ingweron
                                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.
                                Simply don't ask for direction when quaffing an unid potion of dragon breath, so the breath acts like a blast centered on the player. In my variant, I had the opposite problem (dragon breath was never asking for a direction).
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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