4.0.4 bugs

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Could be considered as a bug: when using trap detection, you only detect unknown traps. So when using trap detection again, you get a message "you sense no traps", even if you have some in plain sight. This is also problematic for the player knowledge version, since (in theory) you could be unaware of visible traps and detect traps will not detect them.
    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

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      Originally posted by Pete Mack
      OK, I found the bug. Can't believe I didn't see it immediately. In obj-pile.c:
      Code:
      @@ -260,15 +260,15 @@ void list_object(struct chunk *c, struct object *obj)
              obj->oidx = c->obj_max;
              for (i = c->obj_max + 1; i <= c->obj_max + OBJECT_LIST_INCR; i++)
                      c->objects[i] = NULL;
              c->obj_max += OBJECT_LIST_INCR;        /* If we're on the current level, extend the known list */
              if (c == cave) {
                      cave_k->objects = mem_realloc(cave_k->objects, newsize);
                      for (i = cave_k->obj_max; i <= c->obj_max; i++)
      [COLOR="red"]-                       c->objects[i] = NULL;[/COLOR]
      [COLOR="PaleGreen"]+                       cave_k->objects[i] = NULL;[/COLOR]
                      cave_k->obj_max = c->obj_max;
              }
      
       }
      Thanks, fix will appear in master next build.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • StMicah
        Adept
        • Feb 2015
        • 112

        There's something on this level that makes Angband crash—no idea what since I am an ignoramus with coding, etc. Though I am playing on a mac.

        Try to disarm and then open the chest in the current room. If that doesn't generate a crash, try going south and taking on the gold dragons and id'ing items they drop. That generates a crash when opening the chest doesn't.
        Attached Files

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          On the rune_id branch, detect doors, stairs and traps seems to also detect chests (presumably because of the trap?). Is this intended?

          Comment

          • Werbaer
            Adept
            • Aug 2014
            • 182

            Originally posted by fizzix
            On the rune_id branch, detect doors, stairs and traps seems to also detect chests (presumably because of the trap?). Is this intended?
            Answered in the 4.1 feature branches thread:

            Originally posted by spara
            Just compiled this, rolled an elf ranger and descended a few levels. Don't know if it's a feature, but casting Detect Traps, Doors & Stairs detected a chest. I don't think I've seen that before.
            Originally posted by Nick
            Yes, this is a totally intentional feature which I 100% planned.

            It is absolutely not because I was too lazy to deal with managing a trap on an unknown object, and didn't care because traps are about to be overhauled anyway.

            Comment

            • TJS
              Swordsman
              • May 2008
              • 473

              Something I noticed on my last game, magic device damage never seems to change with character device skill. For example a wand of drain life is always 150, the only difference seems to be how much it lists your device skill contributes to it.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                Originally posted by TJS
                Something I noticed on my last game, magic device damage never seems to change with character device skill. For example a wand of drain life is always 150, the only difference seems to be how much it lists your device skill contributes to it.
                I believe the listed device damage is hardcoded into the device description; you should take that damage and then multiply by the modifier later in the description to get the true damage.

                EDIT: vvv okay, my mistake.
                Last edited by Derakon; March 8, 2016, 00:30.

                Comment

                • jethou
                  Rookie
                  • Mar 2016
                  • 1

                  Stores not buying

                  I don't know if this is a bug or not - I'm playing 4.0.4 on Mac OS X and I can't sell anything in any of the stores. The storekeepers just say 'You have nothing that I want'. I wondered it it was just because I didn't have anything worth selling, but now I've found a couple of ego weapons and they don't seem to be interested in those either...

                  Savefile attached.
                  Attached Files

                  Comment

                  • Werbaer
                    Adept
                    • Aug 2014
                    • 182

                    Originally posted by TJS
                    Something I noticed on my last game, magic device damage never seems to change with character device skill. For example a wand of drain life is always 150, the only difference seems to be how much it lists your device skill contributes to it.
                    Originally posted by Derakon
                    I believe the listed device damage is hardcoded into the device description; you should take that damage and then multiply by the modifier later in the description to get the true damage.
                    He's not talking about the description, but the actual damage. He is right; you don't get bonus damage from magic device skill.

                    I just tested with my priest. Probing: 364 hit points. Use wand of drain life (150 +30% in my case, according to the description). probing: 214 hp. Use Dragon's Flame (200 + 30%). Probing: 14 hp.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      Originally posted by jethou
                      I don't know if this is a bug or not - I'm playing 4.0.4 on Mac OS X and I can't sell anything in any of the stores. The storekeepers just say 'You have nothing that I want'. I wondered it it was just because I didn't have anything worth selling, but now I've found a couple of ego weapons and they don't seem to be interested in those either...

                      Savefile attached.
                      Didn't check the savefile, but you presumably have the "items sell for 0 gold" option (a.k.a. "no-selling") enabled, as it is enabled by default. To compensate for not being able to sell items for gold, you get substantially larger gold drops in the dungeon. This means that you no longer need to repeatedly haul "valuable but useless" items up to town to foist off on the shopkeepers.

                      If you're unwilling to play without selling-for-gold (as some players are), then unfortunately you'll have to start a new character, as this option can't be changed during normal play. Remember to hit '=' during character generation to access this and other "birth options".

                      Comment

                      • Ed′
                        Rookie
                        • Mar 2016
                        • 9

                        The quiver menu reads, for example, "Quiver: a-b, / for Inven, - for floor, ESC". It should use numbers: "Quiver: 0-1, / for Inven, - for floor, ESC". Also, maybe "floor" should be capitalized for consistency?

                        Also, when I dumped my character (http://angband.oook.cz/ladder-show.php?id=18845), the items that can be aimed, like the rings and mail, didn't show those abilities, even though other items, like the phial and helm, had text about their activations. Is that intentional?

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          Originally posted by TJS
                          Something I noticed on my last game, magic device damage never seems to change with character device skill. For example a wand of drain life is always 150, the only difference seems to be how much it lists your device skill contributes to it.
                          In effect_calculate_value():

                          Code:
                          if (use_boost) final *= (100 + context->boost) / 100;
                          I zapped a rod of fire balls, final = 144, boost = 8%, calculation does 144 * ((100 + 8) / 100), so gives 144 due to the rounding down.

                          Change this to:

                          Code:
                          if (use_boost) final = final * (100 + context->boost) / 100;
                          Same rod zapped, calculation does (144 * (100 + 8)) / 100, which gives the proper value of 155.
                          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

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            Originally posted by Pete Mack
                            One more bug:
                            High Elf,
                            height 8' 0"
                            weight 17 stone 41 lbs
                            Huh???
                            This cannot happen, at least in 4.0.4:

                            Code:
                            panel_line(p, attr, "Height", "%d'%d\"", player->ht / 12, player->ht % 12);
                            panel_line(p, attr, "Weight", "%dst %dlb", player->wt / 14, player->wt % 14);
                            Height is in inches, converted to feet. Weight is in pounds, converted to stones.

                            Values for heights/weights may be a little off scale, need to check Tolkien's lore for that...
                            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

                            • Chud
                              Swordsman
                              • Jun 2010
                              • 309

                              Minor message errata:

                              "Your bow tingles in your hands. You are shooting with a Sling of Extra Shots."

                              The added logic to fix might not be worth the overhead, but there you go.

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                Originally posted by Chud
                                Minor message errata:

                                "Your bow tingles in your hands. You are shooting with a Sling of Extra Shots."

                                The added logic to fix might not be worth the overhead, but there you go.
                                Replace "bow" with "missile launcher", be technically accurate while horribly disappointing debo.

                                Comment

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