4.0.3 bugs

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Ingwe Ingweron
    replied
    Originally posted by Nick
    This can happen if the stat to be reduced is already at the minimum 3.
    Oh, yeah, you reminded me of that before, but I forgot. Sorry about that.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Just had a stat-swap potion (!Nimbleness) with the message, "You feel very dextrous!", but without the corresponding negative in another stat. My assumption is that Dex got both increased and decreased. I didn't think that was possible. Is this a bug? I always thought the stat-swap had to be to a stat other than the one increased.
    This can happen if the stat to be reduced is already at the minimum 3.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Just had a stat-swap potion (!Nimbleness) with the message, "You feel very dextrous!", but without the corresponding negative in another stat. My assumption is that Dex got both increased and decreased. I didn't think that was possible. Is this a bug? I always thought the stat-swap had to be to a stat other than the one increased.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Timo Pietilä
    Same with priest. Apparently there is dice-line in class.txt for that spell even that that spell is just mass-tele other for evil.

    [EDIT] looking at the file it seems that dice has some other meaning than just damage. For example all detections have dice-line.

    I have no idea how those are used.
    At a guess, that's the range indicator, so Banish Evil uses 100 tiles as the input parameter to the teleport-other effect it invokes. Of course, that doesn't really mean much of anything given how random the teleport code is.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Werbaer
    Paladin: Wrath of God lists 100 damage for the Banish Evil spell
    Same with priest. Apparently there is dice-line in class.txt for that spell even that that spell is just mass-tele other for evil.

    [EDIT] looking at the file it seems that dice has some other meaning than just damage. For example all detections have dice-line.

    I have no idea how those are used.
    Last edited by Timo Pietilä; November 9, 2015, 12:33.

    Leave a comment:


  • Werbaer
    replied
    Paladin: Wrath of God lists 100 damage for the Banish Evil spell

    Leave a comment:


  • Iolanthe
    replied
    I went back to 4.0.2, using the savegame from 4.0.3, and everything worked as expected.

    How lucky we are, that Nick keeps everything compatible

    Leave a comment:


  • Iolanthe
    replied
    Originally posted by Derakon
    Sounds like you have the forced-descent birth option turned on.
    No, I haven't. It worked in 4.0.2, too.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Iolanthe
    I updated to 4.0.3 just now. I just noticed something and I wonder whether it's deliberate?

    When I recall to a level and then try to go upstairs, the game won't let me That goes for both stairs created by the game and those magically created by me.
    Sounds like you have the forced-descent birth option turned on.

    Leave a comment:


  • Iolanthe
    replied
    I updated to 4.0.3 just now. I just noticed something and I wonder whether it's deliberate?

    When I recall to a level and then try to go upstairs, the game won't let me That goes for both stairs created by the game and those magically created by me.

    Leave a comment:


  • PowerWyrm
    replied
    Looking at the code, it seems that it is due to the fear timed being reset if a monster doesn't do anything during a turn.

    Code:
    	/* Hack -- get "bold" if out of options */
    	if (!did_something && mon->m_timed[MON_TMD_FEAR])
    		mon_clear_timed(mon, MON_TMD_FEAR, MON_TMD_FLG_NOTIFY, FALSE);

    Leave a comment:


  • Rowan
    replied
    Originally posted by PowerWyrm
    Using Scare Monster on a monster makes it flee and recover on the same turn. Intended?
    I've seen this happen with sleep/sanctuary as well, but figured my stealth was terrible at the time. Is it possible the monster has nowhere to run and auto-recovers?

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    This has been fixed by adding a whole set of "flags-off" flags to remove from base flags when, I think, it would have been much simplier to use the NO_FUEL flag that already exists.
    Yes, that would have been simpler, but I decided that the ability for egos to remove base item flags is worth having.

    Leave a comment:


  • PowerWyrm
    replied
    Using Scare Monster on a monster makes it flee and recover on the same turn. Intended?

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by yyt16384
    Everburning lanterns has "refills other lanterns up to 15000 turns of fuel" in description, but they won't.
    This has been fixed by adding a whole set of "flags-off" flags to remove from base flags when, I think, it would have been much simplier to use the NO_FUEL flag that already exists.

    Code:
    	if (is_light && of_has(flags, OF_TAKES_FUEL)) {
    		*refuel_turns = z_info->fuel_lamp;
    	} else {
    		*refuel_turns = 0;
    	}
    becomes:

    Code:
    	if (is_light && !no_fuel && of_has(flags, OF_TAKES_FUEL)) {
    		*refuel_turns = z_info->fuel_lamp;
    	} else {
    		*refuel_turns = 0;
    	}

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎