Oh and you learn the Drain Life (?) curse before an object has a chance to actually drain XP.
Also didnt The One Ring have Stuck On?
Bugs and issues in 4.1.0
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#PRAYFORARKENSTONE
still have not seen a single arkenstone being generated in any spoiler since 4.1 release, north of 30 games.Leave a comment:
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When casting teleport other on Uvatha the game crashes, It looks like any time I try and cast from the second book it crashes as well, but only on that level. I've never reported a bug before from what I'm reading I believe the save is all that's needed? I can upload whatever else as well. Thanks for all the work that goes into such things.Leave a comment:
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Teleport Other on Uvatha
When casting teleport other on Uvatha the game crashes, It looks like any time I try and cast from the second book it crashes as well, but only on that level. I've never reported a bug before from what I'm reading I believe the save is all that's needed? I can upload whatever else as well. Thanks for all the work that goes into such things.
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Here's the randart file because I was informed I also needed to provide that. https://drive.google.com/file/d/0B2q...ew?usp=sharingAttached FilesLast edited by Malphense; July 30, 2017, 04:34.Leave a comment:
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Too much info: @ sees 1 monster. Activating a staff of Slow Monsters tells me that 8 monsters look slowed.Leave a comment:
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I'm playing as a HT warrior. @ has just entered one of those small labyrinth levels and seems to be aware of two unknown items on the other side of the labyrinth. A new feature? A bug?
Edit: Upthread suggests this is a feature, so carry on.
Last edited by spara; July 29, 2017, 10:41.Leave a comment:
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You solve the 'infinite loop' problem by ensuring a monster never uses a distance metric for pathfinding purposes that doesn't take into account things it considers obstacles. So if a monster refuses to step into lava, they should never use a pathfinding metric that considers lava a pathable tile. (If that's not applicable, the idea of looking 1-2 steps ahead sounds like it will work for common cases.)Leave a comment:
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Re: Traffic jam: Depending on the type of enemy, shouldn't it in some cases be the intended behavior to have them hindering each other in narrow passageways? A small tactical advantage when there's a pack of bloodthirsty enemies trying to get to your location all at once, bumping into each other.Leave a comment:
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Re: Traffic jam: Depending on the type of enemy, shouldn't it in some cases be the intended behavior to have them hindering each other in narrow passageways? A small tactical advantage when there's a pack of bloodthirsty enemies trying to get to your location all at once, bumping into each other.Leave a comment:
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You solve the 'traffic jam' problem by letting monsters who are blocked get a second chance to move before the player can move again. (This is how Crypt of the Necrodancer solves the problem, for example.) A simple way to do this is to deduct a small amount of energy rather than a full move's worth of energy.
You solve the 'infinite loop' problem by ensuring a monster never uses a distance metric for pathfinding purposes that doesn't take into account things it considers obstacles. So if a monster refuses to step into lava, they should never use a pathfinding metric that considers lava a pathable tile. (If that's not applicable, the idea of looking 1-2 steps ahead sounds like it will work for common cases.)Leave a comment:
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There's also the "traffic jam" problem:
Code:######## qqqqqq.@ ########
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Interesting one - note that if the damaged tile didn't allow sound, the ogre would just move south. So the current situation reflects the fact that the ogre knows the way it wants to move is south-east, but can't.
At some point I'm planning to do better short-range pathfinding; probably a combination of sight and sound, so a monster can pick its way around obstacles between it and a seen point of higher noise.
Code:.#.#. .#.#. .#..O .#.~. ##.#. ..@#. #####
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Oh and smell is never used...
Code:int best_noise = base_hearing - cave->noise.grids[my][mx]; ... /* If no good sound yet, use scent */ if (!best_noise) ...
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Still got one problem left:
Code:..O...# ##.~### .....@# #####.# ....#.#
At some point I'm planning to do better short-range pathfinding; probably a combination of sight and sound, so a monster can pick its way around obstacles between it and a seen point of higher noise.Leave a comment:
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