4.0.3 bugs

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  • Derakon
    replied
    Originally posted by PowerWyrm
    Average weapons seem to fail IDing by use after hitting stuff. They will appear as "a foo (+0, +0) {wielded}" and won't trigger the "Ignore all average foo weapons" option in the ignore menu, but instead "Ignore all excellent but not splendid foo weapons".
    I think this is technically working as intended. The item clearly isn't good (or it'd have pluses) and isn't splendid (or it'd have a noticeable effect on wield) but it could potentially be an ego item that has no pluses. In practical terms that's not possible in current Vanilla, but it may be in future.

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  • PowerWyrm
    replied
    Average weapons seem to fail IDing by use after hitting stuff. They will appear as "a foo (+0, +0) {wielded}" and won't trigger the "Ignore all average foo weapons" option in the ignore menu, but instead "Ignore all excellent but not splendid foo weapons".

    Leave a comment:


  • PowerWyrm
    replied
    Don't know if you filed a bug for these, but just a reminder (since they were not in the 4.0.2 thread):
    - "command_menu" in ui-context is never freed (there's no reason to make it static too)
    - 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
    - uniques with the S_KIN flag summons "kin", while they were summoning "their minions" before
    - unidentified potion of dragon breath asks for a direction, while it should simply cast a ball around the player
    - "you see a Pendant <+3,+4>" when finding Ingwe (jewelry treated differently compared to other artifacts)
    - "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.

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  • Nick
    replied
    Originally posted by bio_hazard
    4.0.3 minor bug with detection

    Use a Rod of Treasure Location. Two orange asterisks appear on map, but no red asterisks.
    Incorrect message:

    You sense no treasure.
    You sense the presence of objects!

    (should report the opposite)
    This is not actually a bug, but slightly confusing.

    There are two parts to Treasure Location - detect gold (which finds buried treasure) and sense objects (which finds objects, including money, on the floor). So you sensed no buried treasure (first message), but you did sense a couple of piles of cash (second message).

    I think that changing the failure message for detect gold to
    You sense no buried treasure.
    would clarify this.

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  • brbrbr
    replied
    Originally posted by Derakon
    You've probably squelched the item in question. Hit 'K' to toggle squelch and you should see the item you detected.
    A-ha!
    Thats a feature!

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  • Derakon
    replied
    Originally posted by brbrbr
    On treasure detection - I often find no objects where the red asterisk is.
    No chances monster would pick it up, as none nearby and I just landed on level. Is it a bug or a feature?
    You've probably squelched the item in question. Hit 'K' to toggle squelch and you should see the item you detected.

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  • brbrbr
    replied
    On treasure detection - I often find no objects where the red asterisk is.
    No chances monster would pick it up, as none nearby and I just landed on level. Is it a bug or a feature?

    Leave a comment:


  • bio_hazard
    replied
    4.0.3 minor bug with detection

    Use a Rod of Treasure Location. Two orange asterisks appear on map, but no red asterisks.
    Incorrect message:

    You sense no treasure.
    You sense the presence of objects!

    (should report the opposite)

    Leave a comment:


  • Nick
    replied
    I believe everything in the 4.0.2 bugs thread has now been either fixed or filed to fix, so we should be able to stick to this thread now.

    Leave a comment:


  • troycheek
    replied
    Originally posted by Nick
    This is now fixed in development - in the same setting, the potion will now not shatter.
    Cool. I actually encountered the same situation just a day or two later. "Wow, free attack! I'll just... Hey! Wait a minute!"

    Leave a comment:


  • yyt16384
    replied
    Everburning lanterns has "refills other lanterns up to 15000 turns of fuel" in description, but they won't.

    Leave a comment:


  • Nick
    started a topic 4.0.3 bugs

    4.0.3 bugs

    Originally posted by troycheek
    Another bug! Actually, it's in 4.0.3 - should we start a new thread?
    Well, all right, then.

    Originally posted by troycheek
    Assertion failed, file: obj-pile.c, line: 134, expression: pile_contains(*pile,obj)

    Walked across a Potion of Dragon Breath. Quaffed it from the floor. Breathed frost at nearby baddies, close enough that the potion was within the damage radius. The Potion of Dragon Breath shatters! Game crashed with assertion failed. My guess would be that the game tried to remove the potion both when it shattered and when it was consumed, the second action causing the crash because the item in question had already been removed.
    This is now fixed in development - in the same setting, the potion will now not shatter.
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