Bugs and complaints on current master

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  • spara
    replied
    It might be my memory playing tricks with me, but didn't @ use to get some experience from disabling traps?

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  • spara
    replied
    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?
    Click image for larger version

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  • Thraalbee
    replied
    IIrc i!enlightenment should not reveal the pval

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  • Pete Mack
    replied
    You sure you didn't quaff !Enlightenment? It IDs some stuff on the ground.
    Originally posted by Ingwe Ingweron
    I've noticed this happens with runeid when @ has encountered the specific pval previously. So, in your example, a =Speed +9 would not show up (unless previously encountered), but your @ must have previously encountered a +10 =Speed. Maybe a bug, but maybe intentional.

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  • Thraalbee
    replied
    I had seen other item types with +10 but RoS only +9.

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  • Ingwe Ingweron
    replied
    Originally posted by Thraalbee
    I used the mage detection spell. When I checked the list of items in the dungeon I saw that there were three =Speed <+10>. Picked up two of them later to verify the +10. The pval should not be visible by mage detection, should it? As a side note, 3x =Speed+10 at 4050' is uncommon but probably just a fluke.
    I've noticed this happens with runeid when @ has encountered the specific pval previously. So, in your example, a =Speed +9 would not show up (unless previously encountered), but your @ must have previously encountered a +10 =Speed. Maybe a bug, but maybe intentional.

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  • Thraalbee
    replied
    I used the mage detection spell. When I checked the list of items in the dungeon I saw that there were three =Speed <+10>. Picked up two of them later to verify the +10. The pval should not be visible by mage detection, should it? As a side note, 3x =Speed+10 at 4050' is uncommon but probably just a fluke.

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  • Nick
    replied
    Originally posted by spara
    A Wand of Door Destruction has been IDd by use and now the description says: "When aimed, it creates a line which may affect terrain and/or items." Which is true of course, but a bit on the vague side. Is this deliberate? Is the wand somehow not fully IDd yet?
    That's somewhere between bug and just really bad description. Thanks for pointing it out.

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  • spara
    replied
    A Wand of Door Destruction has been IDd by use and now the description says: "When aimed, it creates a line which may affect terrain and/or items." Which is true of course, but a bit on the vague side. Is this deliberate? Is the wand somehow not fully IDd yet?

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  • Carnivean
    replied
    Originally posted by Nick
    I think the bigger problem is that they then have to try to phase back to the stairs unless they want to live and die in town.
    WOR takes you down to dlvl 1 if you haven't been there, doesn't it? If it takes you to the town from the town, that'd be disappointing.

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  • Derakon
    replied
    Originally posted by Patashu
    You'll probably notice that such a restriction doesn't prevent the situation in the screenshot.
    So it doesn't. Oops.

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  • Pete Mack
    replied
    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.

    Originally posted by Derakon
    It's still nice thematically.

    But we could enforce that lava always have at least one adjacent wall tile, which (in combination with the positioning of the stores well away from the town border) would prevent it from being placed in a way that could isolate part of the town from the rest.

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  • Patashu
    replied
    Originally posted by Derakon
    It's still nice thematically.

    But we could enforce that lava always have at least one adjacent wall tile, which (in combination with the positioning of the stores well away from the town border) would prevent it from being placed in a way that could isolate part of the town from the rest.
    You'll probably notice that such a restriction doesn't prevent the situation in the screenshot.

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  • Derakon
    replied
    Originally posted by bio_hazard
    Dumb question, but why not exclude all lava from town now? The purpose in 4.0 was as window dressing that served as a prelude to figuring out how to put it in the dungeon.
    It's still nice thematically.

    But we could enforce that lava always have at least one adjacent wall tile, which (in combination with the positioning of the stores well away from the town border) would prevent it from being placed in a way that could isolate part of the town from the rest.

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  • bio_hazard
    replied
    Dumb question, but why not exclude all lava from town now? The purpose in 4.0 was as window dressing that served as a prelude to figuring out how to put it in the dungeon.

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