Bugs and complaints on current master

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  • Nick
    replied
    Ah, good - off to a flying start

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  • Ingwe Ingweron
    replied
    Originally posted by Ingwe Ingweron
    Three crashes so far, one was while killing a troll, another was when a monster breathed down a hallway, killing some monsters in the process. It makes me suspect something to do with drops, but haven't been able to duplicate them, so no savefile yet.
    Revision - The crash is something to do with monster breath and spells. Several crashes from hound breaths, a druj spell, and Medusa breath.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    A new build is up on the nightlies page which (at least)...
    Please report any problems.
    At the outset, monster.txt ---> lore.txt is broken again.

    Edit: Three crashes so far, one was while killing a troll, another was when a monster breathed down a hallway, killing some monsters in the process. It makes me suspect something to do with drops, but haven't been able to duplicate them, so no savefile yet.
    Last edited by Ingwe Ingweron; December 6, 2016, 15:14.

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  • PowerWyrm
    replied
    Originally posted by spara
    It might be my memory playing tricks with me, but didn't @ use to get some experience from disabling traps?
    The xp you get when disarming traps is now something like depth / 5, so it's rounded down to zero until you reach 250ft.

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  • PowerWyrm
    replied
    Originally posted by spara
    I don't think I've seen this before. When a creature hits @, the dot is missing from the message. A bug or something wrong with my system?
    [ATTACH]1464[/ATTACH]
    Bug (commit 8c70a75). The period is not in blow_methods.txt, but was in list-blow-methods.h.

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  • Nick
    replied
    A new build is up on the nightlies page which (at least):
    • Breaks savefiles
    • Has brands and slays in text files
    • Changes object power calculations, so prices and randarts will change a bit (please report anything that looks too odd)
    • Removes monster power, which will change monster level feelings a bit
    • Fixes the town lava bug
    • Fixes lack of full stops after monster blow messages
    • Improves the descriptions of door destruction and trap disabling
    • Makes player know the to-ac, to-hit and to-dam runes at birth
    • Corrects the frequencies of greater vaults


    Please report any problems. Randarts have been affected a bit by the object power changes, but will probably have more changes coming soon.

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  • spara
    replied
    Tiny glitch. @ activates detect monsters via Holhenneth revealing a silent lurker. Inspecting the silent lurker with look command (l) produces message: "You see an unknown grid."

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  • spara
    replied
    Originally posted by Ingwe Ingweron
    Unless the thought is that @ has found the trap, mapped its location, and knows he has disabled it temporarily for some known time period.
    Quite possible.

    If it's by design, then I humbly suggest writing a line to the description saying "Disables traps for XX turns."

    Actually the description currently says the same thing as the Wand of Door Destruction: "When aimed, it creates a line which may affect terrain and/or items." A placeholder perhaps?

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  • Ingwe Ingweron
    replied
    Originally posted by spara
    A rod of disable traps removes a trap from the map for a few turns. The trap appears again to the map even if @ is not in LOS. That probably should not happen, the disabled trap should probably be hidden until it's found again.
    Unless the thought is that @ has found the trap, mapped its location, and knows he has disabled it temporarily for some known time period.

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  • spara
    replied
    A rod of disable traps removes a trap from the map for a few turns. The trap appears again to the map even if @ is not in LOS. That probably should not happen, the disabled trap should probably be hidden until it's found again.

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  • Derakon
    replied
    Originally posted by spara
    When blinded and standing on an item, look command should probably not give that much information.
    Just because you can't read Braille runes doesn't mean your character can't!

    Also if looking (l) at the previously seen maul from a distance when blinded, the game says "You see an open floor."
    This is probably a bug though.

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  • spara
    replied
    @ has seen from a distance that there is a maul in a room.

    On his way to the maul @ is blinded and upon reaching the maul, feels that there is a Maul there. Upon closer inspection with look command @ feels the runes and the maul reveals itself to be "Maul (+4, +2) {??}".

    When blinded and standing on an item, look command should probably not give that much information.

    Also if looking (l) at the previously seen maul from a distance when blinded, the game says "You see an open floor."

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    Yes there's a bug in the code, it checks that there's a passable square near the staircase, which worked fine when lava was not passable. Now it should check that there's a floor tile near the staircase instead since lava is now passable.
    Note that I've seen worse cases where the staircase was generated inside the lava stream, making town completely separated from the stairs.

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  • PowerWyrm
    replied
    Originally posted by Pete Mack
    I suspect what is happening is the algorithm is either creating a staircase on lava, or creating one in a wall that is adjacent to lava. It should not use lava at all in the floor creation routine.
    Yes there's a bug in the code, it checks that there's a passable square near the staircase, which worked fine when lava was not passable. Now it should check that there's a floor tile near the staircase instead since lava is now passable.

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  • spara
    replied
    I have equip/inven in term-6. Turns in light source only update when something else updates.

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