Bugs and complaints on current master

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Nick
    replied
    Originally posted by Estie
    So I am wondering, wouldnt it be better to trigger identification even on a successful save, and, somewhat related, shouldnt intrinsic features like a half-trolls strength sustain also give automatic knowledge of the rune of same ?
    Yes, that sounds reasonable

    Leave a comment:


  • PowerWyrm
    replied
    Code:
    the Wooden Torch of Elwar <+1>
    ------------------------------
    +1 intelligence.
    Provides resistance to light.
    Cannot be harmed by fire.
    Radius 1 light.  Cannot be refueled.
    
    
    Min Level 15, Max Level 15, Generation chance 2, Power 19, 2.2 lbs
    Based on Berúthiel.
    Torches too it seems. And all of them are based on Beruthiel...

    Leave a comment:


  • PowerWyrm
    replied
    Code:
    the Ring of Firmament of Idraglorn {cursed}
    -------------------------------------------
    It makes your weapon attack you.
    It makes you too scared to fight.
    It occasionally summons a demon.
    It paralyses you every now and then.
    It makes you hallucinate sometimes.
    It occasionally makes a loud noise.
    It poisons you from time to time.
    It randomly makes you teleport.
    Provides resistance to fire.
    Cannot be harmed by lightning.
    Slows your metabolism.  Grants the ability to see invisible things.  Prevents
    teleportation.  Aggravates creatures nearby.  Drains experience.  
    
    
    Min Level 27, Max Level 91, Generation chance 7, Power -114, 0.2 lbs
    Based on Mormegil.
    I kinda like that ring

    The thing I like less is having 5 randart Rings of Firmament in the randart set. I liked the old system better (one randart per ring/amulet).

    Also:

    Code:
    the Lantern of Radrilmo (charging)
    ----------------------------------
    Cannot be harmed by fire.
    Sustains constitution.
    Speeds regeneration.  
    Radius 2 light.  Refills other lanterns up to 15000 turns of fuel.
    
    When activated, it neutralizes poison.
    Takes 9 turns to recharge.
    Your chance of success is 76.7%
    
    
    Min Level 14, Max Level 13, Generation chance 2, Power 17, 5.0 lbs
    Based on Berúthiel.
    Since when can you get randart Lanterns? And it's "charging"...

    Leave a comment:


  • Grotug
    replied
    Originally posted by Estie
    Playing a HE priest, I unsuccessfully tried to identify a ring of the dog´s fear resistance. After enduring an enemy priest for long enough to get exposed to about a dozen attempts at scaring me, I gave up and recalled to sell the thing.

    So I am wondering, wouldn't it be better to trigger identification even on a successful save, and, somewhat related, shouldn't intrinsic features like a half-trolls strength sustain also give automatic knowledge of the rune of same ?
    I'm not opposed to the first point and I definitely agree with the second point.

    Leave a comment:


  • Estie
    replied
    Playing a HE priest, I unsuccessfully tried to identify a ring of the dog´s fear resistance. After enduring an enemy priest for long enough to get exposed to about a dozen attempts at scaring me, I gave up and recalled to sell the thing.

    So I am wondering, wouldnt it be better to trigger identification even on a successful save, and, somewhat related, shouldnt intrinsic features like a half-trolls strength sustain also give automatic knowledge of the rune of same ?

    Leave a comment:


  • Nick
    replied
    I've just checked, and the electricity curse (steelskin, actually) does get identified on an electric attack. There is a bug though, in that the electricity vulnerability doesn't show up on the resistances grid.

    Leave a comment:


  • Grotug
    replied
    Originally posted by Pete Mack
    According to Grotug, electricity curse does not autoID on an electric attack the way resistance does. Potentially fatal bug--to the player, that is.
    I was attacking the Storm Wyrm with an Awl-Pike of Dragon Bane (2.5x to dragons what it was doing to others). So I wasn't attacking with the electricity conducting curse on the MoD.

    Leave a comment:


  • Pete Mack
    replied
    According to Grotug, electricity curse does not autoID on an electric attack the way resistance does. Potentially fatal bug--to the player, that is.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    Using a scroll of remove curse on an item with unidentified curses tells me which curses it has on it (but doesn't identify the runes).

    My feeling is that they should probably be listed as "unknown curse (power X)" on the "Remove which curse?" interface initially, but perhaps if you select one to attempt to remove, it should identify the rune in the process?
    That sounds like a sensible solution.

    Leave a comment:


  • Nomad
    replied
    Using a scroll of remove curse on an item with unidentified curses tells me which curses it has on it (but doesn't identify the runes).

    My feeling is that they should probably be listed as "unknown curse (power X)" on the "Remove which curse?" interface initially, but perhaps if you select one to attempt to remove, it should identify the rune in the process?

    Leave a comment:


  • Nick
    replied
    New build is up, with those 4 bugs fixed. Let's call this one the "Nomad build"

    Leave a comment:


  • Nick
    replied
    Originally posted by Estie
    I was after keymaps mostly. They get loaded allright, but I cant save them, or can I ?
    I was wrong, you can save them. Just go into 'k' to edit keymaps, and then save to a file.

    Leave a comment:


  • Nomad
    replied
    The "your [object] glows" message on identifying a ring on wielding is a bit borked:

    Code:
    You have learned the rune of sustain dexterity.
    You have a Ring of Dexterity +<2> (d)
    Your  glows.
    You are wearing a Ring of Dexterity +<2> (d)
    Also, Dragon Scale Mails no longer show the "(charging)" status when they're recharging.

    Leave a comment:


  • Nomad
    replied
    Small weirdness: I encountered Sméagol, and discovered he doesn't seem to be able to pick anything up off the floor anymore. Regardless of what was in the square he stepped into he just kept getting the "Sméagol tries to pick up [object], but fails" message.

    Also, some general observations on playing the current version after not having kept up with the nightlies for a couple of months:
    • I discovered that anti-teleportation curses are now a thing in the nastiest possible way, trying to Phase Door away from the OoD Ochre Jelly that was coming out of the jelly pit to stomp me flat. Which was a fun surprise! In the masochistic way that finding entertaining new ways to die in Angband is fun.
    • Encountering a little room full of lava, rubble and demons was likewise neat.
    • I like the new object flavours! The mushroom ones in particular have a bit more character now.
    • I really like having the template rooms now start appearing right from dlevel 1. Makes the early levels much more interesting to explore.
    • I'd forgotten how much the new ID system completely streamlines everything. It really is a massive improvement.


    All in all I'm really liking how things have developed since I last played the nightlies back in about November.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    Trivial but irksome little issue: it used to be that if you named a character, say, "Fred II" and then that character died, reloading the same savefile would automatically increment the numeral to name the newest iteration "Fred III", then the one after that "Fred IV" etc. That no longer seems to happen, and you now have to remember to manually rename your character every time if you don't want them all to have identical names in the Hall of Fame/ladder.
    I actually wondered the other day if that was still working. Will check what's going wrong.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎