4.0.4 bugs

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  • mixer
    Scout
    • Dec 2011
    • 25

    #76
    If you want stupid/funny messages/result, step on some money just as a thief steals all your gold (in my case 1 gold piece):
    You find 24 gold pieces worth of copper (it was level 1).
    Thief steals all your gold.

    You still have the 24 gold pieces!

    Comment

    • kandrc
      Swordsman
      • Dec 2007
      • 299

      #77
      Originally posted by mixer
      If you want stupid/funny messages/result, step on some money just as a thief steals all your gold (in my case 1 gold piece):
      You find 24 gold pieces worth of copper (it was level 1).
      Thief steals all your gold.

      You still have the 24 gold pieces!
      The current, real world prices of copper and gold differ by 4 orders of magnitude. And let's ignore the fact that gold is more than twice as dense as copper and pretend, instead, that they are equally dense. That 24 gold pieces worth of copper takes up as much space (and roughly weighs as much as) 240000 pieces of gold.

      @ is truly god-like, even at level 1.

      Comment

      • Egavactip
        Swordsman
        • Mar 2012
        • 442

        #78
        Originally posted by kandrc
        The current, real world prices of copper and gold differ by 4 orders of magnitude. And let's ignore the fact that gold is more than twice as dense as copper and pretend, instead, that they are equally dense. That 24 gold pieces worth of copper takes up as much space (and roughly weighs as much as) 240000 pieces of gold.

        @ is truly god-like, even at level 1.
        He has it all in bitcoins.

        Comment

        • Egavactip
          Swordsman
          • Mar 2012
          • 442

          #79
          See screenshot for bug.
          Attached Files

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2986

            #80
            In activation.txt:

            Code:
            name:CURE_FULL
            aim:0
            power:12
            effect:HEAL_HP
            dice:300+m35
            effect:CURE:BLIND
            effect:CURE:CUT
            effect:CURE:POISONED
            effect:CURE:STUN
            effect:CURE:AMNESIA
            effect:CURE:CONFUSED
            desc:heals 35% of max HP (minimum 300HP), cut damage, and cures stunning, poisoning, blindness, and confusion
            Just replace "35%" by "35%%" and it's fixed.
            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

              #81
              Are monster able to kill uniques? Looks like.

              Priest against Witch King, which summoned quite some things (mostly harmless), and was nearly dead:
              Code:
              The Witch-King of Angmar ist hit hard.
              The GreatWyrm of Many Colours is hit hard.
              [...]
              The Witch-King of Angmar tries to cast a spell, but fails.
              The Great Wyrm of Many Colours breathes fire.
              The Whip burns up!
              [...]
              The Witch-King of Angmar is destroyed.
              Well, he was still there, and probing revealed that he was at 0 HP. But the message was quite disturbing.

              (note: i'm playing 4.0.3, but i didn't read about this being fixed)

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                #82
                Originally posted by Werbaer
                Are monster able to kill uniques? Looks like.
                I believe so, just like they can kill regular monsters. Different than if trampled (e.g., by Huan), in which case they can be regenerated. But, yeah, a fire-breath could have taken down a much weakened Angmar. The rub is that if @ didn't deliver the coup-de-grace, then @ doens't win the experience gain from the monster's death. At least, I think that's how it works. But I'm not on the dev team and don't know code, so I could be completely wrong about this.
                “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

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #83
                  Originally posted by Ingwe Ingweron
                  I believe so, just like they can kill regular monsters. Different than if trampled (e.g., by Huan), in which case they can be regenerated. But, yeah, a fire-breath could have taken down a much weakened Angmar. The rub is that if @ didn't deliver the coup-de-grace, then @ doens't win the experience gain from the monster's death. At least, I think that's how it works. But I'm not on the dev team and don't know code, so I could be completely wrong about this.
                  My experience is that monsters can take a unique down to 0HP, but they can't actually kill it. Uniques can be deleted by earthquakes, and possibly by trampling, but that doesn't count as killing them, so they can be regenerated later.

                  Comment

                  • yyt16384
                    Scout
                    • Jan 2015
                    • 38

                    #84
                    Originally posted by Werbaer
                    Are monster able to kill uniques? Looks like.

                    Priest against Witch King, which summoned quite some things (mostly harmless), and was nearly dead:
                    Code:
                    The Witch-King of Angmar ist hit hard.
                    The GreatWyrm of Many Colours is hit hard.
                    [...]
                    The Witch-King of Angmar tries to cast a spell, but fails.
                    The Great Wyrm of Many Colours breathes fire.
                    The Whip burns up!
                    [...]
                    The Witch-King of Angmar is destroyed.
                    Well, he was still there, and probing revealed that he was at 0 HP. But the message was quite disturbing.

                    (note: i'm playing 4.0.3, but i didn't read about this being fixed)
                    I think I have found this. In project_m():

                    Code:
                    	/* Extract method of death, if the monster will be killed. */
                    	if (dam > mon->hp)
                    		context.hurt_msg = context.die_msg;
                    
                    	/* Apply damage to the monster, based on who did the damage. */
                    	if (who > 0)
                    		mon_died = project_m_monster_attack(&context, m_name, m_idx);
                    	else
                    		mon_died = project_m_player_attack(&context, m_name);
                    However, project_m_monster_attack() may change the damage to make sure uniques are not killed by monsters, so we shouldn't modify hurt_msg there.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9634

                      #85
                      Originally posted by yyt16384
                      I think I have found this. In project_m():

                      Code:
                      	/* Extract method of death, if the monster will be killed. */
                      	if (dam > mon->hp)
                      		context.hurt_msg = context.die_msg;
                      
                      	/* Apply damage to the monster, based on who did the damage. */
                      	if (who > 0)
                      		mon_died = project_m_monster_attack(&context, m_name, m_idx);
                      	else
                      		mon_died = project_m_player_attack(&context, m_name);
                      However, project_m_monster_attack() may change the damage to make sure uniques are not killed by monsters, so we shouldn't modify hurt_msg there.
                      Yes, looks like this is it - thanks for saving me the effort

                      I am currently working my way through this thread fixing stuff, thanks everyone for reporting and clarifying.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Nivra
                        Adept
                        • Aug 2015
                        • 112

                        #86
                        Handful of Bugs/Feature Requests

                        Bugs:
                        (1) Ring of the Mouse always seems to have zero to-hit penalty and only a to-dam penalty. I seem to remember they used to have a to-hit penalty, too.

                        (2) The graphics re-drawing bug pointed out a couple versions ago still exists: When @ auto-run takes me across a new screen to the left, the screen re-draw happens from the right side, and during the crossover, it looks like @ crossed into a totally different region. There was a bug post by someone else on this a couple versions ago. I'll see if I can find it, with screenshot.

                        (3) Can't sell Wand of Light or Wand of Lightning Bolts back to magic shop for recharging. Is this by design or on purpose?

                        (4) Inscribing ammo with @t9, @t8 or @v9, @v8 no longer seems to move the ammo to that slot or allow shooting using the assigned number. Related, see (B) below.

                        (5) Sounds. When I switch from normal non-enchanted ammo to specialty brand ammo all the sound effects disappear, and it feels like all my shots are missing.

                        (6) Quiver can't hold more than 10 types of items: (0)-(9), so when I get too many small stacks of arrows, then the quiver starts pushing the excess into inventory.


                        Feature Requests:

                        (A) Can we assign hot-keys Cmd-1, Cmd-2, ... for OS X windowing to the Windows Term-1, Term-2, ... ?? This is pretty standard OS X windowing practice, and would help with window switching enormously.

                        (B) Ammo re-ordering: Can we order slay ammo beneath brand ammo? This may not echo other people's prefs, but I try and save the slays for only the creatures that they are useful for, and if I brands are ordered above them, then there's less chance I waste the slay arrows accidentally since Brands are applicable to a lot more creatures. But I can also see reasoning to just order by straight power with slays/brands intermixed. You don't want to waste a +15,+15 brand when you have a +6/+9 slay orc still unused.
                        Last edited by Nivra; January 18, 2016, 07:10.

                        Comment

                        • Egavactip
                          Swordsman
                          • Mar 2012
                          • 442

                          #87
                          Has anybody else had this problem? I haven't ever had it before the latest version or two. Sometimes when I cast a spell, Angband moves my character. Sometimes it is just a couple of squares, sometimes it is quite some distance. It *seems* as if it is trying to move it as far as it can in direction X. Isn't there some sort of command for that? Is there some bug activating this command when spells are cast?

                          Comment

                          • Egavactip
                            Swordsman
                            • Mar 2012
                            • 442

                            #88
                            It just happened to me twice more. I think it is occurring when I cast a spell in a particular direction, as opposed to clicking on a target. It then auto-moves me in that direction until I hit a wall or (I think) see a monster, etc.

                            Comment

                            • Carnivean
                              Knight
                              • Sep 2013
                              • 527

                              #89
                              Are you using macros or the rogue keyset?

                              Comment

                              • Egavactip
                                Swordsman
                                • Mar 2012
                                • 442

                                #90
                                Originally posted by Carnivean
                                Are you using macros or the rogue keyset?
                                No to both.

                                Comment

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