4.0.3 bugs

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  • Timo Pietilä
    replied
    Originally posted by Ingwe Ingweron
    In some future version we may hope to see lava, water, trees, forests, etc., in and around the dungeon.
    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.

    Leave a comment:


  • Derakon
    replied
    Originally posted by fizzix
    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"
    Put another way, most elemental attacks are now partially split between physical and elemental damage. If you get hit with a flaming sword, you should still be hurt even if you're immune to fire. But some attacks shouldn't deal physical damage because they aren't physically violent, and that includes touch, crawl, etc. attacks -- so the damage from those should be purely elemental.

    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.

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  • fizzix
    replied
    Originally posted by PowerWyrm
    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;
    Which means that in the latest version, any TOUCH, ENGULF, CRAWL, SPIT, GAZE, WAIL, SPORE attack does no damage except for side effects. This is really weakening some monsters, for example:

    Code:
    name:366:Acidic cytoplasm
    ...
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    It will just sit there, destroying items if you're not immune to acid -- or even doing nothing but "touching you" if you're immune.
    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"

    Leave a comment:


  • PowerWyrm
    replied
    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;
    Which means that in the latest version, any TOUCH, ENGULF, CRAWL, SPIT, GAZE, WAIL, SPORE attack does no damage except for side effects. This is really weakening some monsters, for example:

    Code:
    name:366:Acidic cytoplasm
    ...
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    blow:TOUCH:ACID:1d10
    It will just sit there, destroying items if you're not immune to acid -- or even doing nothing but "touching you" if you're immune.

    Leave a comment:


  • Iolanthe
    replied
    Originally posted by PowerWyrm
    Go clear a hydra pit, it should fix itself
    Seems I have to stair-scum for one of those, I can't find any on my current level.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Iolanthe
    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?
    Go clear a hydra pit, it should fix itself

    Leave a comment:


  • Iolanthe
    replied
    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:


  • PowerWyrm
    replied
    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:


  • Iolanthe
    replied
    Originally posted by Nick
    I don't suppose you still have a savefile for this, do you? I can't immediately reproduce the problem.
    I'm sorry, I haven't. I'll try to reproduce it myself and create a new one.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Nitpicky: d8c5bdf doesn't free item_list when player_book_has_unlearned_spells() returns
    Thank you - nitpicky is your most valuable quality

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Nick
    At some stage lava will get interesting - probably by causing fire damage to monsters/player walking on it.
    That's why you don't go wandering in the wilderness at night without light in PWMAngband

    Players also drown in water ponds in PWMAngband...

    Leave a comment:


  • PowerWyrm
    replied
    Nitpicky: d8c5bdf doesn't free item_list when player_book_has_unlearned_spells() returns

    Leave a comment:


  • Nick
    replied
    OK:

    Originally posted by PowerWyrm
    - 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.
    These ones are all fixed.

    Originally posted by PowerWyrm
    - "command_menu" in ui-context is never freed (there's no reason to make it static too)
    There's some subtlety to this - when I tried freeing it after every use I got segfaults. Possibly command_menu and command_menu_iter should both go inside textui_action_menu_choose().

    Originally posted by PowerWyrm
    - uniques with the S_KIN flag summons "kin", while they were summoning "their minions" before
    There will be some more detailed improvements to monster messages - and messages in general - later, and this will be picked up then.

    Originally posted by PowerWyrm
    - unidentified potion of dragon breath asks for a direction, while it should simply cast a ball around the player
    This is just lucky for the player that it happens there's only one potion which requests a direction.

    Originally posted by PowerWyrm
    - "you see a Pendant <+3,+4>" when finding Ingwe (jewelry treated differently compared to other artifacts)
    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:


  • Derakon
    replied
    Originally posted by Nick
    Bah, fine, I guess my suggestion would only really make sense for really large magma deposits, not those little flows.

    Leave a comment:


  • Nick
    replied
    Originally posted by Derakon
    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.
    I'm not seeing it

    Leave a comment:

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