Bugs and complaints on current master
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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 DeadComment
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Just the luck of the RNG? I still come across them relatively early in the dungeon in my nightlies games.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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:
effect
ETECT_GOLD
dice:100d200
effect
ETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)Comment
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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.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:
effect
ETECT_GOLD
dice:100d200
effect
ETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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
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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
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I'm sorry, I still don't follow - as I read it, wiz_light does object detection.
That is a good point.
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.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.");One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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.
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.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; }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
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You don't need that. Just set dice=1 under effect:LIGHT_LEVEL and it'll work as intended.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:
effect
ETECT_GOLD
dice:100d200
effect
ETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)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
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Reminder: lore.c, line 939 should be:
For clarity, you may wish to use (100 - 17) instead of 83.Code:chance2 = 12 + 83 * (chance - (race->ac * 2 / 3)) / chance; if (chance2 < 12) chance2 = 12;
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
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