Bugs and complaints on current master

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  • luneya
    replied
    Originally posted by PowerWyrm
    Scrolls of magic mapping are cheap and always available in the shop. They should suffice.
    Always available? Unless this has been changed when I wasn't watching, the only always-available scrolls are phase door and word of recall. If mapping scrolls are indeed always available (or we're willing to make them so) then I agree that this is an adequate solution. Otherwise, we probably do need to bring stair detection back.

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  • Derakon
    replied
    Magic Mapping is a powerful utility spell, it shouldn't be that easy for hybrid casters to get their hands on it. I'd quibble about paladins being "unplayable" just because you can't dive as fast as you'd like.

    Going off the chasms thought, how about if some rooms were crumbling and had holes in the floor that you could jump down to the next level? They wouldn't be chasms because they'd always be either in a corner or in the middle of the room (with a perimeter of walkable space), so they wouldn't ever cut you off from the rest of the dungeon. If 1/3rd of rooms had a hole in the floor somewhere, that'd basically be like throwing stairs around everywhere except without the loss of verisimilitude.

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  • PowerWyrm
    replied
    Originally posted by Nick
    OK, some possible solutions:
    1. Bring back Detect Stairs as a stand alone spell
    2. Make mapping earlier for Paladins
    3. Put in more down stairs - currently 3 or 4, make it like 10-15
    4. Ensure more trapdoors
    5. Add in chasms like (but not exactly like) in Sil
    6. Something even weirder


    Any thoughts?
    Scrolls of magic mapping are cheap and always available in the shop. They should suffice.

    Leave a comment:


  • Carnivean
    replied
    Originally posted by Nick
    OK, some possible solutions:
    1. Bring back Detect Stairs as a stand alone spell
    2. Make mapping earlier for Paladins
    3. Put in more down stairs - currently 3 or 4, make it like 10-15
    4. Ensure more trapdoors
    5. Add in chasms like (but not exactly like) in Sil
    6. Something even weirder


    Any thoughts?
    1 is regressive and the boring option. 2 is a sensible compromise. 3 makes diving much easier. 4 is a bit too left field I think. 5 would be cool, especially if they were random depth. 6 offers the best options.

    What if Paladins were given a fuzzy detection spell (guidance from their god) that gave them a few hints of direction? Evil-doers to the North-East, entrance to a deeper realm to the South, great evil to the West.

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  • spara
    replied
    Number 1, please. I think it works rather well and I don't see how options 2-6 make the game more interesting/better. Nothing rational though, just a feeling.

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  • Nick
    replied
    Originally posted by Pete Mack
    Complaint: Paladin is nearly unplayable after removing detect stairs. Magic mapping is a CL 23 spell, with high failure rate and mana cost. That's a long, long way to wait for such a basic necessity.
    OK, some possible solutions:
    1. Bring back Detect Stairs as a stand alone spell
    2. Make mapping earlier for Paladins
    3. Put in more down stairs - currently 3 or 4, make it like 10-15
    4. Ensure more trapdoors
    5. Add in chasms like (but not exactly like) in Sil
    6. Something even weirder


    Any thoughts?

    Leave a comment:


  • Pete Mack
    replied
    Complaint: Paladin is nearly unplayable after removing detect stairs. Magic mapping is a CL 23 spell, with high failure rate and mana cost. That's a long, long way to wait for such a basic necessity.

    Leave a comment:


  • Nick
    replied
    New build up with that blind message fixed.

    Originally posted by PowerWyrm
    Just a little glitch introduced by a fix to stm in a41a202: using stm on a secret door now says "the door turns into mud" instead of "the wall turns into mud".
    I'm going to assume that the stone to mud process shows the player that the wall is in fact a door, and then dissolves it

    Leave a comment:


  • kandrc
    replied
    In 4.0.3-602-gc20e69e:

    Darkness surrounds you.
    You are blind.
    Something mumbles.
    You are hit by !

    Leave a comment:


  • PowerWyrm
    replied
    Just a little glitch introduced by a fix to stm in a41a202: using stm on a secret door now says "the door turns into mud" instead of "the wall turns into mud".

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Commit 0471452 changed many item flavors in flavor.txt, but didn't update the corresponding flvr-xxx.prf files (should be fine though if the colors didn't change too drastically). Also "Serpent Ring" is already used for Barahir (I used "Amber" instead).

    There are also two "Wrinkled" mushroom flavors now (I changed #180 to Smelly).
    Thanks - takkaria and I discussed the implications for ties and decided they were fine, but I'll fix those couple of issues.

    Originally posted by kandrc
    Here's one in 4.0.3-601-g661e3b3
    Thanks, that was just me being stupid

    EDIT: Fix pushed, builds should be up soon.
    Last edited by Nick; January 3, 2017, 20:05. Reason: Situation report: update

    Leave a comment:


  • kandrc
    replied
    Here's one in 4.0.3-601-g661e3b3:
    Code:
    Program received signal SIGABRT, Aborted.
    0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
    (gdb) bt
    #0  0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
    #1  0x00007ffff6d81088 in abort () from /lib64/libc.so.6
    #2  0x00007ffff6d78966 in __assert_fail_base () from /lib64/libc.so.6
    #3  0x00007ffff6d78a12 in __assert_fail () from /lib64/libc.so.6
    #4  0x000000000049532f in adjust_dam (p=0x9bb8c8, type=26, dam=10, 
        dam_aspect=RANDOMISE, resist=0) at project-player.c:47
    #5  0x00000000004967ec in project_p (origin=..., r=0, y=33, x=133, dam=10, 
        typ=26) at project-player.c:655
    #6  0x0000000000490ce0 in project (origin=..., rad=3, y=33, x=133, dam=10, 
        typ=26, flg=2128, degrees_of_arc=0, diameter_of_source=0 '\000', obj=0x0)
        at project.c:989
    #7  0x0000000000417e71 in effect_handler_DARKEN_AREA (context=0x7fffffffd7d0)
        at effects.c:3379
    #8  0x0000000000419fac in effect_do (effect=0x88ddf8, origin=..., obj=0x0, 
        ident=0x7fffffffd89b, aware=true, dir=0, beam=0, boost=0) at effects.c:4481
    #9  0x0000000000450227 in do_mon_spell (index=65, mon=0xc52478, seen=false)
        at mon-spell.c:170
    #10 0x000000000043b6d4 in make_attack_spell (mon=0xc52478) at mon-attack.c:350
    #11 0x000000000044e917 in process_monster (c=0xbe8038, mon=0xc52478)
        at mon-move.c:1442
    #12 0x000000000044f110 in process_monsters (c=0xbe8038, minimum_energy=0)
        at mon-move.c:1648
    #13 0x000000000041c2e8 in run_game_loop () at game-world.c:804
    ---Type <return> to continue, or q <return> to quit---
    #14 0x00000000004ad4ab in play_game (new_game=false) at ui-game.c:433
    #15 0x00000000004e5859 in main (argc=1, argv=0x7fffffffdc48) at main.c:524

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  • PowerWyrm
    replied
    There are also two "Wrinkled" mushroom flavors now (I changed #180 to Smelly).

    Leave a comment:


  • PowerWyrm
    replied
    Commit 0471452 changed many item flavors in flavor.txt, but didn't update the corresponding flvr-xxx.prf files (should be fine though if the colors didn't change too drastically). Also "Serpent Ring" is already used for Barahir (I used "Amber" instead).
    Last edited by PowerWyrm; January 3, 2017, 13:50.

    Leave a comment:


  • Azuria
    replied
    A weird one that probably won't affect most players, but turning on the amulet of Amandil creates a nonexistent artifact, and crashes randarts games on character creation. This is is no longer an issue if for Amandil
    base-object:amulet:55
    is changed to
    base-object:amulet:Amulet
    in the artifact edit file.

    Leave a comment:

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