Bugs and complaints on current master

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  • Nick
    replied
    Originally posted by Thraalbee
    I have a savefile where a squelched cursed item reappears every time I save the game. When I step on it, it goes away. Checked with non-ignoring and it is clearly the case. Another item in the vicinity does not have this quirk, that item is not cursed though.
    OK, that confirms what others are reporting, that curses currently aren't playing nicely with runes.

    It's probably not worth giving me the savefile, as I have mostly rewritten curses (and am similarly rewriting brands and slays, by the way) in development. Once all that gets into the nightlies this bug may be fixed - but I'm sure there will be others

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  • Thraalbee
    replied
    Squelch issue

    I have a savefile where a squelched cursed item reappears every time I save the game. When I step on it, it goes away. Checked with non-ignoring and it is clearly the case. Another item in the vicinity does not have this quirk, that item is not cursed though.

    Leave a comment:


  • AnonymousHero
    replied
    Originally posted by sekullbe
    Had my shortest game ever today- I began on the edge of town, with a vein of lava cutting me off from everything else. No way to get anywhere so I just had to try to move through it and find out how much damage lava does. Enough to kill a first level half-orc paladin in one turn, it seems.

    I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.


    This somewhat reminds of Nightmare mode in Entroband. (It wasn't quite that ridiculous, but close.)

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  • Nick
    replied
    Originally posted by Derakon
    Cue someone starting the game in this situation, reading their Phase Door scroll, and landing in another nearby isolated "lava closet".
    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.

    This will get fixed soonish, but for now I'm enjoying the stories

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  • Derakon
    replied
    Originally posted by takkaria
    Maybe all characters should start with ?PhaseDoor...
    Cue someone starting the game in this situation, reading their Phase Door scroll, and landing in another nearby isolated "lava closet".

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  • takkaria
    replied
    Originally posted by sekullbe
    Had my shortest game ever today- I began on the edge of town, with a vein of lava cutting me off from everything else. No way to get anywhere so I just had to try to move through it and find out how much damage lava does. Enough to kill a first level half-orc paladin in one turn, it seems.

    I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.


    Maybe all characters should start with ?PhaseDoor...

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  • Derakon
    replied
    Probably best to ensure that all non-lava floor tiles can be reached from the player's starting position. You can do this with a pretty simple DFS or BFS followed by a scan over the entire town map to ensure all floor tiles have been seen by the search algorithm.

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  • sekullbe
    replied
    Originally posted by Ingwe Ingweron
    Character starts on the stairs in the town, so no need to pathfind. However, this is still a bug, because a player does not have the option to go down then back up. The town is the only static level, so the lava will still be there. Even if that weren't the case, a forced descent player would still be screwed.
    Oops, that was dumb of me to forget about the stairs- I was too focused on running to the shops first to think of that. Maybe the stairs need to be safely accessible to all the shops, or just one.

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  • Ingwe Ingweron
    replied
    Originally posted by sekullbe
    I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.
    Character starts on the stairs in the town, so no need to pathfind. However, this is still a bug, because a player does not have the option to go down then back up. The town is the only static level, so the lava will still be there. Even if that weren't the case, a forced descent player would still be screwed.

    Leave a comment:


  • sekullbe
    replied
    Starting position trapped by lava

    Had my shortest game ever today- I began on the edge of town, with a vein of lava cutting me off from everything else. No way to get anywhere so I just had to try to move through it and find out how much damage lava does. Enough to kill a first level half-orc paladin in one turn, it seems.

    I think this is probably a bug- maybe the starting position should be able to pathfind to the stairs? This is in a new build of master branch, updated today.


    Leave a comment:


  • EpicMan
    replied
    Originally posted by Grotug
    For realism, you could have non magical armors lose 1 AC for every 1000 damage taken, {ego} 20,000 damage taken, {splendid} 100,000 damage taken and artifacts unchanged to how they are now.

    I used to hate that artifacts can be disenchanted but rDisenchant is easy enough to come by that it doesn't much bother me now.
    Kamband has gear that wears out with use, and it is extremely frustrating.

    Ego and artifact armor is already a no-brainer over average and good armor, is there any reason to weaken poor items further?

    Leave a comment:


  • Nick
    replied
    Originally posted by Derakon
    IMO the plus to-AC can't solely encompass magical enchantments, because there has to be some variation in quality level of armors throughout the game, but they all have the same base AC value. If nothing else, artifact armors should have a higher base AC than store-bought armors under that rule.
    OK, I'm clearly trying to impose logic an an inherently illogical setup

    This whole conversation also kind of explains why I thought it was a good idea to have the plusses as runes and everyone else didn't. I'll de-rune them, then.

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  • Derakon
    replied
    IMO the plus to-AC can't solely encompass magical enchantments, because there has to be some variation in quality level of armors throughout the game, but they all have the same base AC value. If nothing else, artifact armors should have a higher base AC than store-bought armors under that rule.

    The fact that scrolls of Enchant Armor have the same max enchantment regardless of how the plus was achieved is a thorny issue, of course.

    Just letting the player always see pluses to-hit/dam/AC is a simple change that elides these issues rather gracefully, IMO.

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  • Carnivean
    replied
    Originally posted by luneya
    Lowering the base, aside from being harder to implement, doesn't really make that much more sense. The base AC is intrinsic to whatever type of item something is. A metal cap, say, that gets acid-corroded is still a metal cap rather than any lesser headgear; it's just not as good of one.
    A metal cap with a hole corroded in it clearly wouldn't absorb as much damage as a metal cap without a hole corroded in it. Also a piece of metal armour that is made brittle by acid is more prone to be penetrated than a piece with its original integrity.

    It makes sense to drop the AC of the item, but without a method of restoring the item to normal the more OCD players will be driven to distraction.

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  • Grotug
    replied
    For realism, you could have non magical armors lose 1 AC for every 1000 damage taken, {ego} 20,000 damage taken, {splendid} 100,000 damage taken and artifacts unchanged to how they are now.

    I used to hate that artifacts can be disenchanted but rDisenchant is easy enough to come by that it doesn't much bother me now.

    Leave a comment:

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