Bugs and complaints on current master

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Nomad
    Knight
    • Sep 2010
    • 958

    Originally posted by StMicah
    I'm getting some odd behavior...playing with randarts on the second march 19 nightly and when starting up a savefile, my artifact knowledge is empty (though) I still have the randart equipped. Has anyone else noticed this?

    I've attached a savefile that I have debug on to create artifacts. In a normal game, I noticed this because a repeat randart was generated!
    Yes, I'm encountering this too - I've had multiple duplicate randarts show up in a016a4c after saving and reopening, and the ones that I found in earlier game sessions aren't shown in the artefact list.

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 958

      Can't seem to ID the rune for the slowness curse by use even though it's self-evident the item is reducing my speed. (Possibly because I already learned the rune for speed earlier?)

      Comment

      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        Whatever happened to missiles (arrows/bolts/shots) of slay animal? Did they go by the wayside somewhere? Haven't noticed any dropping in the nightlies for a long time. I used to be very happy as a mage @ if I found some of those in the early game to increase the odds of survival at that difficult, fragile, stage.
        “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

        • Nomad
          Knight
          • Sep 2010
          • 958

          Originally posted by Ingwe Ingweron
          Whatever happened to missiles (arrows/bolts/shots) of slay animal? Did they go by the wayside somewhere? Haven't noticed any dropping in the nightlies for a long time.
          Just the luck of the RNG? I still come across them relatively early in the dungeon in my nightlies games.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            Potions of enlightenment only grant sense objects. (What's the point of carrying them?)
            Edit:
            And *Enlightenment* only detects objects in the neighborhood.

            This is a serious nerf, for no obvious reason?
            Last edited by Pete Mack; April 3, 2017, 17:01.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9633

              Originally posted by Pete Mack
              Potions of enlightenment only grant sense objects. (What's the point of carrying them?)
              Edit:
              And *Enlightenment* only detects objects in the neighborhood.

              This is a serious nerf, for no obvious reason?
              Can't see why this is happening - it looks like a bug.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                It's clear why it's happening.
                1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
                2. There's no object detection at all (or any other detection) for Enlightenment.

                I updated both to:

                effectETECT_GOLD
                dice:100d200
                effectETECT_OBJECTS
                dice:100d200

                (66x198 is actually big enough.)

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9633

                  Originally posted by Pete Mack
                  It's clear why it's happening.
                  1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
                  2. There's no object detection at all (or any other detection) for Enlightenment.

                  I updated both to:

                  effectETECT_GOLD
                  dice:100d200
                  effectETECT_OBJECTS
                  dice:100d200

                  (66x198 is actually big enough.)
                  My point is that that shouldn't be necessary, because the LIGHT_LEVEL effect currently calls wiz_light(cave, full), which should do full object detection. The object detection lines in *Enlightenment* should actually be unnecessary.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    LIGHT_LEVEL is essentially wiz_light. Since the priest spell and artifact activation changed, it's no longer possible to include full object detection as part of it.

                    Edit: Even without the above, it's good design to break the effects into components in the data file, to allow easy modification. That was a design decision adopted by you.
                    Last edited by Pete Mack; April 4, 2017, 02:57.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)

                      Code:
                              [COLOR="red"]bool dont_ignore = verbose && !ignore_item_ok(*dropped);
                      	[/COLOR]drop_find_grid(*dropped, &best_y, &best_x);
                      	if (floor_carry(c, best_y, best_x, *dropped, false)) {
                      		sound(MSG_DROP);
                      		if (dont_ignore && (c->squares[best_y][best_x].mon < 0))
                      			msg("You feel something roll beneath your feet.");

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9633

                        Originally posted by Pete Mack
                        LIGHT_LEVEL is essentially wiz_light. Since the priest spell and artifact activation changed, it's no longer possible to include full object detection as part of it.
                        I'm sorry, I still don't follow - as I read it, wiz_light does object detection.

                        Originally posted by Pete Mack
                        Even without the above, it's good design to break the effects into components in the data file, to allow easy modification. That was a design decision adopted by you.
                        That is a good point.

                        Originally posted by Pete Mack
                        Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)

                        Code:
                                [COLOR="red"]bool dont_ignore = verbose && !ignore_item_ok(*dropped);
                        	[/COLOR]drop_find_grid(*dropped, &best_y, &best_x);
                        	if (floor_carry(c, best_y, best_x, *dropped, false)) {
                        		sound(MSG_DROP);
                        		if (dont_ignore && (c->squares[best_y][best_x].mon < 0))
                        			msg("You feel something roll beneath your feet.");
                        Thanks for that. There are quite a few bugs reported in this thread and still unfixed; my plan has been to get the monster changes in before getting to bugfixing, but I may vary that.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          I can confirm that potions of Enlightenment and *Enlightenment* are broken in latest build. They give fuzzy detection instead of full detection. In PWMAngband I don't have that problem, but I'm using p2 as a boolean to tell if the detection should be fuzzy or not, which is set to 1 for ENLIGHTENMENT activation and 0 for CLAIRVOYANCE.

                          Code:
                          static bool effect_handler_LIGHT_LEVEL(effect_handler_context_t *context)
                          {
                              bool full = (context->p2? true: false);
                          
                              if (full)
                                  msg(context->origin->player, "An image of your surroundings forms in your mind...");
                              wiz_light(context->origin->player, context->cave, full);
                              context->ident = true;
                              return true;
                          }
                          EDIT: it's the same code in V, but using "dice" instead of "p2". In object.txt, "dice=1" is missing for both potions, that's why you get fuzzy detection.
                          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
                            It's clear why it's happening.
                            1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
                            2. There's no object detection at all (or any other detection) for Enlightenment.

                            I updated both to:

                            effectETECT_GOLD
                            dice:100d200
                            effectETECT_OBJECTS
                            dice:100d200

                            (66x198 is actually big enough.)
                            You don't need that. Just set dice=1 under effect:LIGHT_LEVEL and it'll work as intended.
                            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
                              • 9633

                              Originally posted by PowerWyrm
                              You don't need that. Just set dice=1 under effect:LIGHT_LEVEL and it'll work as intended.
                              Aaargh, thank you
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                Reminder: lore.c, line 939 should be:
                                Code:
                                		chance2 = 12 + 83 * (chance - (race->ac * 2 / 3)) / chance;
                                		if (chance2 < 12) chance2 = 12;
                                For clarity, you may wish to use (100 - 17) instead of 83.

                                Remove all the other nonsense in computing the probability to get a hit.

                                Edit: As it stands, this is a real problem for Mages and Priests when figuring out what attack to use. The broken code significantly overestimates hit chance when chance is below 60%.
                                Last edited by Pete Mack; April 5, 2017, 06:10.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎