Issues on current master

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  • Sky
    Veteran
    • Oct 2016
    • 2321

    Lantern (Everburning) won't stack.
    "i can take this dracolich"

    Comment

    • Sky
      Veteran
      • Oct 2016
      • 2321

      Does the spell Earthquake still destroy artifacts, and if so, the description in the book says it doesn't.
      "i can take this dracolich"

      Comment

      • luneya
        Swordsman
        • Aug 2015
        • 279

        Originally posted by Sky
        Does the spell Earthquake still destroy artifacts, and if so, the description in the book says it doesn't.
        What the description says is the intended behavior. Have you seen evidence of the spell destroying an artifact? If so, that's a bug. But I doubt that there is a problem, as there haven't been any changes to spells in quite a while.

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2321

          i must be mistaking earthquake for *destruction. i thought they were now all removing artifacts from the level.
          "i can take this dracolich"

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            If i macro Orb Of Draining [ F1 (cast key) p 2 b ' ] and there is no target in LoS, the game doesn't ask where to aim but just randomly shoots the orb in a direction.
            "i can take this dracolich"

            Comment

            • Sky
              Veteran
              • Oct 2016
              • 2321

              On the latest nightly, i have a artifact lantern that still has "refills other lanternes" in the flavour text.
              "i can take this dracolich"

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                Originally posted by Sky
                On the latest nightly, i have a artifact lantern that still has "refills other lanternes" in the flavour text.
                Is that from the 10 June nightly? Because it is working fine for me.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Sky
                  Veteran
                  • Oct 2016
                  • 2321

                  EDIT: NO. Randart seed is 131295932. build was g535565d from the 9th.

                  the Lantern of Firhuinos <+4>
                  -----------------------------
                  +4 wisdom.
                  +4 tunneling.
                  Provides resistance to cold, nexus.
                  Cannot be harmed by fire.
                  Radius 2 light. Refills other lanterns up to 15000 turns of fuel.

                  When activated, it cures blindness.
                  Takes 33 to 36 turns to recharge.
                  Your chance of success is 94.5%


                  Min Level 23, Max Level 52, Generation chance 7, Power 88, 5.0 lbs
                  Random light of power 88.
                  "i can take this dracolich"

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9647

                    Originally posted by Sky
                    EDIT: NO. Randart seed is 131295932. build was g535565d from the 9th.
                    Yeah, the fix was done after that build.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2987

                      Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():

                      Code:
                      bool rune = false;
                      
                      (old code setting the "rune" boolean removed)
                      
                      ...
                      else if ((j < player->body.count) && slot_object(player, j) &&
                      !known && ![COLOR="Red"][B]rune[/B][/COLOR])
                      ...
                      
                      /* Check if the rune is known */
                      (new code that doesn't use the "rune" boolean)
                      So for that check "rune" is always false.
                      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
                        • 9647

                        Originally posted by PowerWyrm
                        Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():

                        Code:
                        bool rune = false;
                        
                        (old code setting the "rune" boolean removed)
                        
                        ...
                        else if ((j < player->body.count) && slot_object(player, j) &&
                        !known && ![COLOR="Red"][B]rune[/B][/COLOR])
                        ...
                        
                        /* Check if the rune is known */
                        (new code that doesn't use the "rune" boolean)
                        So for that check "rune" is always false.
                        Nice catch - rune needed to be set, so I've put back the code that does that.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Sky
                          Veteran
                          • Oct 2016
                          • 2321

                          erpderp?!?

                          i cannot open doors automatically??
                          "i can take this dracolich"

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            Originally posted by Sky
                            erpderp?!?

                            i cannot open doors automatically??
                            This bug came in the latest nightly, and also affects automatic disarming of traps. Nick is working on a fix. See the other 4.1 bug thread.
                            “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

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              Bummer. Some change in the last several weeks affected save file compatibility. Beware, if you pull git changes rarely!

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                Invisible PASS_WALL monsters are suddenly much less threat: they show up as a dark patch on the wall.

                                Comment

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