Bugs and complaints on current master

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  • takkaria
    replied
    Originally posted by Pete Mack
    1. Wands of Stun monster seem too powerful. Even my warrior character will be stashing them for the end game, the way they are now. (Is there no saving throw for them?) With them, enemies are essentially helpless in melee.
    There is no saving throw for Stun/Hold/Confuse/Slow, which is part of trying to make effects more useful. As they currently stand they are too useful for sure, suggestions for change welcome.

    Code:
    (from lib/help/attack.txt)
    Stun Monster:
      Reduces the monster's melee accuracy and damage by 25%
      1 in 10 chance that the monster will miss the turn
      Doubles chance of player getting a critical hit
      Normal duration 5-10 turns
    I guess it could be reduced in duration, the damage reduction could be less, or maybe the criticals could be toned down a bit - they are a bit OTT at the moment. I would prefer tweaking these things to adding a saving throw because I worry that moves things too much in the other direction of being so unreliable as to be useless again.

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  • Sky
    replied
    In the latest nightly, a randart game generated only two rings of power (one is The One Ring).
    Not sure if bug or by design, but i think we should always have 3 RoP +1.

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  • PowerWyrm
    replied
    Originally posted by Nick
    I will be back around to bugfixing in due course (or maybe I'll just wait for PowerWyrm to find them all).
    Gonna take some time. My current bookless egoless hobbit mage makes me revisit 1000ft a lot of times...

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  • Azuria
    replied
    On March 19, Find Traps, Stairs and Doors shows some doors in unmapped areas as wall tiles.

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  • Pete Mack
    replied
    Windows port assumes the taskbar is on the bottom of the screen. Always puts upper left corner at 0,0, so for my desktop, it's under the taskbar. If I move it, it does it the same thing on restart.

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  • Nick
    replied
    Originally posted by fizzix
    There's definitely a randart bug. I found my second randart, and it's the same OP phial!

    Let me know if you want the save file.
    Yep, that's a known bug. I'm guessing a savefile won't actually help much, but by all means give me one

    I am aware there are rather a lot of bugs currently, but mostly making the game unbalanced rather than unplayable. I will be back around to bugfixing in due course (or maybe I'll just wait for PowerWyrm to find them all).

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  • Pete Mack
    replied
    That seems like code to be deleted in any case. It's duplicated in the history section. (Either artifacts exist on the level, or are known, or are lost.)

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  • fizzix
    replied
    Originally posted by Nomad
    Did you quit and reload in between? There seems to be a bug where the artefact memory gets wiped when you save and reload and the game doesn't remember which artefacts you've already found (even if you're still carrying them).
    Yeah, that must be it. Haven't kept up with what bugs exist. I guess this game is busted.

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  • Nomad
    replied
    Originally posted by fizzix
    There's definitely a randart bug. I found my second randart, and it's the same OP phial!

    Let me know if you want the save file.

    http://angband.oook.cz/ladder-show.php?id=20518
    Did you quit and reload in between? There seems to be a bug where the artefact memory gets wiped when you save and reload and the game doesn't remember which artefacts you've already found (even if you're still carrying them).

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  • Pete Mack
    replied
    Well if there's only one artifact in the game, you don't have to worry about it being over-powered. :/

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  • fizzix
    replied
    There's definitely a randart bug. I found my second randart, and it's the same OP phial!

    Let me know if you want the save file.

    Leave a comment:


  • Nick
    replied
    Originally posted by Pete Mack
    @Nick--
    I had another idea, if you don't like hard limits on slot power. Rather than using power, limit insta-arts to the power of objects at near by levels, rather than to the power of the object itself. So the Phial might get a *thanc or a Paur*, while the arkenstone would get something near dl 50. For gloves, cloaks and the like, use objects in the native depth range of the slot, so for gloves, between a Paur* and Fingolfin. Again, you'll get the occasional overpowered gloves, but nothing based on Doomcaller or whatever.

    Every once in a while, a pair of gloves would get Ringil, but that would be acceptably rare.
    Yeah, that's another possibility. Part of the problem with randarts is that there are so many degrees of freedom in the generation algorithm.

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  • Pete Mack
    replied
    1. Wands of Stun monster seem too powerful. Even my warrior character will be stashing them for the end game, the way they are now. (Is there no saving throw for them?) With them, enemies are essentially helpless in melee.

    2. Mages never should have had map area. Force them to carry Rods/staves of Mapping, or get very lucky with light sources.

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  • Sky
    replied
    so ... mages no longer have Map Area ? angband-4.0.3-696-ge906c66

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  • Pete Mack
    replied
    @Nick--
    I had another idea, if you don't like hard limits on slot power. Rather than using power, limit insta-arts to the power of objects at near by levels, rather than to the power of the object itself. So the Phial might get a *thanc or a Paur*, while the arkenstone would get something near dl 50. For gloves, cloaks and the like, use objects in the native depth range of the slot, so for gloves, between a Paur* and Fingolfin. Again, you'll get the occasional overpowered gloves, but nothing based on Doomcaller or whatever.

    Every once in a while, a pair of gloves would get Ringil, but that would be acceptably rare.

    Leave a comment:

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