I find lava so out of place in dungeons that it breaks my suspension of disbelief. Call those pits of fire and I'll be fine.
Trees and forests underground are equally out of place. I wish we would not get any of those in angband.
Spiderwebs, shallow and deep water, maybe poisonous slime, areas with gas hazards, things like that would be nice.
4.0.3 bugs
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I'm not sure but I seem to remember switching between physical and non-physical damage for the purpose of damage reduction when immune. So the problem was if you were immune to, say, fire then monsters with melee fire attacks (like Gothmog) would do 0 melee damage. The trick was to differentiate between physical and non-physical damage. So, for example, Gothmog, would still do his physical attack damage, but the bonus fire damage gets reduced to zero.
However, for specific attacks, like the jelly attack there really is no physical damage. So in this case, acid immunity does shield you from all the damage.
You can test this yourself by actually putting yourself next to the acidic cytoplasm. If it actually does no damage, it's bugged. It *should* do damage, it's just not counted as "physical"
Incidentally, Vargo's attacks should probably be changed from "hit" to "touch" or something. He's a fire elemental; he has no physicality. Short of the heat the worst he can do is kind of blow on you. Same goes for fire elementals and fire spirits, really.Leave a comment:
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Just got a message "The white worm mass crawls on you." with a poison resistant character without any apparent physical damage, which made me check the source.
Code:/* Give the player a small bonus to ac for elemental attacks */ physical_dam = adjust_dam_armor(context->damage, context->ac + 50); /* Some attacks do no physical damage */ if (!monster_blow_method_physical(context->method)) physical_dam = 0;
Code:name:366:Acidic cytoplasm ... blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10
However, for specific attacks, like the jelly attack there really is no physical damage. So in this case, acid immunity does shield you from all the damage.
You can test this yourself by actually putting yourself next to the acidic cytoplasm. If it actually does no damage, it's bugged. It *should* do damage, it's just not counted as "physical"Leave a comment:
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Just got a message "The white worm mass crawls on you." with a poison resistant character without any apparent physical damage, which made me check the source.
Code:/* Give the player a small bonus to ac for elemental attacks */ physical_dam = adjust_dam_armor(context->damage, context->ac + 50); /* Some attacks do no physical damage */ if (!monster_blow_method_physical(context->method)) physical_dam = 0;
Code:name:366:Acidic cytoplasm ... blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10 blow:TOUCH:ACID:1d10
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Re the mysterious stair not-bug: Seems, merely turning your attention to it fixed it, Nick. Thank you
If you kindly would turn your attention now to my bank account?
@PowerWyrm: No, I defintely hadn't. I'm a tourist dressed up as a ranger, so I like going up and down until I'm bored. I'm not after winning the game or even making it interesting by having new monsters or treasures every turn. I just like slashing monsters to pieces.Leave a comment:
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What's the message you had? If it's "Nothing happens!", then clearly you had force descent on and didn't notice.Leave a comment:
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Nitpicky: d8c5bdf doesn't free item_list when player_book_has_unlearned_spells() returnsLeave a comment:
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OK:
- dropping missiles from the quiver doesn't refresh the missile count in the inventory subwindow immediately
- picking up missiles from the floor doesn't refresh the equipment subwindow immediately
- "do_break" (used for SHATTER attacks) does nothing when it should avoid monsters from swinging at empty air
- no check vs player death is done after applying damage, so the game still can apply cuts and stuns to a dead player
And I've found this minor glitch: walking over a spellbook that has learnable spells doesn't switch the "Study" indicator from greyed to white.
I'm not going to bother fixing this, on the grounds that ID is about to be completely redone. The same is likely to apply to similar edge cases.Leave a comment:
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Buck the trend of lava as a simple damage field! Have the intense heat from magma deal damage to things adjacent to it (which should probably be denoted as a superheated tile somehow), and the massive wind created by the temperature differential should deflect projectiles and spells that pass near it.Leave a comment:
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