Issues on current master

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  • Nomad
    Knight
    • Sep 2010
    • 958

    #76
    Originally posted by Sky
    has anyone else experienced this bug? i'm starting to think it might be something on my end.
    Yes, I experienced this with my last almost-winner, way back in the March 16th nightly (a016a4c), which I think was the first one with the new randart system. He's stuck sitting on the steps at dlevel 99 after killing Sauron, and descending causes a crash.

    Comment

    • Sky
      Veteran
      • Oct 2016
      • 2321

      #77
      @Nick, mob pathing looks much better now, maybe .. too good? I've more than once TO some unique, only to find them coming back before i finished resting.
      "i can take this dracolich"

      Comment

      • Pondlife
        Apprentice
        • Mar 2010
        • 78

        #78
        That sounds like an improvement to me. I think TO is/was too powerful: no saving throw or resist, and the monster will probably end up bottled up somewhere bashing it's head against the wall.

        If better path finding changes TO into just a bit of breathing space, then I think that's a good thing.
        Playing roguelikes on and off since 1984.
        rogue, hack, moria, nethack, angband & zangband.

        Comment

        • Philip
          Knight
          • Jul 2009
          • 909

          #79
          Yeah, I feel like if you want to send someone away, they should be capable of getting back. Having monsters stay in the place they were teleported to makes them pretty dumb. You can always walk away from the place you teleported the monster from. That should prevent most monsters from tracking you down.

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            #80
            if that is what you want, you simply need to change how far TO teleports mobs. basically, turn it into a "Blink Other' rod. it will give you time to quaff some potions, but basically you can't just say "i dont want to fight this mob".

            however, this will make the game substantially more difficult, and slower.
            "i can take this dracolich"

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              #81
              OK, new builds up on the nightlies page; these probably break savefiles.

              The big change is a new randart generation algorithm, which is much more efficient (no more waiting forever for randart generation to finish). There are some significant changes, the biggest of which is that randarts are no longer "based on" standard artifacts; for the most part, though, the actual creation of individual new randarts is the same. Given that the chief relationship between the randart and the standart it was based on was the power - there was no influence on actual properties - I don't think this will cause any problems. Do please report any concerns with the new randarts as used; there is a lot of scope for adjustment of the new algorithm.

              There is not a fix for the crash on descending to DL100, as I could not replicate it. If this still seems to be occurring with the latest build, a savefile (and randart file if playing with randarts) would help.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Estie
                Veteran
                • Apr 2008
                • 2347

                #82
                The last few games I played felt like artifactless games. Have you nerfed the randarts substantially or was I just very unlucky ?

                I dont really feel like playing atm, after my 3rd character ended up wearing ego dragon mail, MoD of slay evil, "trickery and rings of damage and speed, I got very very bored.

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9647

                  #83
                  Originally posted by Estie
                  The last few games I played felt like artifactless games. Have you nerfed the randarts substantially or was I just very unlucky ?
                  There have been a succession of hacks to try to get the distribution right, which may have had the effect of nerfing. The latest build has removed all those hacks. I have tested a few sets of randarts with the new system, and they look reasonable to my eye, but I would like to have them tested by people with more experience.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #84
                    Nick--
                    Estie is probably correct, statistically. The trouble with randarts used to be that you'd get very powerful artifacts in slots that were not usually powerful. (This is independent of issues around off-weapon blows and brands, and crazy powerful bows.)
                    However, the standard artifacts are carefully designed to mesh with each other--things like CON in the shield slot, and excellent damage+stats in the glove slot, CON in the amulet slot, because there are no alternate objects or ego items. If you randomize the benefits, but keep the nominal values the same, you will lose synergy without making up for the lost "holistic" power in some other way. So it's reasonable that randarts be somewhat more powerful than similar standarts. But making randarts of a different order of power than the corresponding standarts is potentially a bigger mistake.

                    Comment

                    • Sky
                      Veteran
                      • Oct 2016
                      • 2321

                      #85
                      Originally posted by Nick
                      There is not a fix for the crash on descending to DL100, as I could not replicate it. If this still seems to be occurring with the latest build, a savefile (and randart file if playing with randarts) would help.


                      here u go.
                      "i can take this dracolich"

                      Comment

                      • Nomad
                        Knight
                        • Sep 2010
                        • 958

                        #86
                        The first time I tried to start a new randart game in the latest build it crashed at generation. Second attempt there was no problem.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          #87
                          Originally posted by Sky
                          Thanks.

                          It seems the DL99->DL100 crashes are because of a memory bug, which I haven't been quite able to track down yet. I found another potential bug while experimenting, too.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2987

                            #88
                            Originally posted by Sky
                            @Nick, mob pathing looks much better now, maybe .. too good? I've more than once TO some unique, only to find them coming back before i finished resting.
                            That is indeed a marvelous improvement.
                            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

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2987

                              #89
                              Originally posted by Nick
                              The big change is a new randart generation algorithm, which is much more efficient (no more waiting forever for randart generation to finish). There are some significant changes, the biggest of which is that randarts are no longer "based on" standard artifacts; for the most part, though, the actual creation of individual new randarts is the same. Given that the chief relationship between the randart and the standart it was based on was the power - there was no influence on actual properties - I don't think this will cause any problems. Do please report any concerns with the new randarts as used; there is a lot of scope for adjustment of the new algorithm.
                              I'll have to look up at this for PWMAngband. The constraint when you have a multiplayer base is that you need to base your randart set from something that all players have in common, and the only thing was the standard artifact set. So no fancy rerolling base items till now. If the new algorithm in V takes freedom from the actual arts, then it's something to consider.
                              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

                              • t4nk
                                Swordsman
                                • May 2016
                                • 336

                                #90
                                Nick, I got a crash from asan at obj-randart.c:2518:
                                Code:
                                while (strstr(art->name, "The One Ring") ||
                                	kf_has(kind->kind_flags, KF_QUEST_ART)) {
                                	(*aidx)++;
                                	art = &a_info[*aidx];
                                	art_level = art->level;
                                	if ((*aidx) >= z_info->a_max) {
                                		return;
                                	}
                                }
                                obj-init.c allocates z_info->a_max + 1 structs (line 2700), but note that it then increments a_max (line 2715). So accessing art->level when *aidx == a_max is illegal (perhaps that's the cause of Nomad's crash?)
                                (come to think of it, why does obj-init.c do that? and why does it start assigning from a_max, leaving zeroed out struct at the beginning?)

                                Comment

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