Bugs and issues in 4.1.0

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  • Sideways
    Knight
    • Nov 2008
    • 886

    #16
    Originally posted by wobbly
    If you inspect elvish waybread it says it heals 4d8 hps. It doesn't
    It seems effect_handler_HEAL_HP is written to accept either a base value (heal 30) or an m_bonus value (used as a percentage - heal 25%) or both; it ignores dice and sides, which Elvish Waybread attempts to use.
    The Complainer worries about the lack of activity here these days.

    Comment

    • gnuvince
      Rookie
      • Aug 2015
      • 3

      #17
      When I try to compile on Debian unstable:

      Code:
      [elided]
      Successfully compiled z-virt.c.
      Successfully compiled z-util.c.
      /usr/bin/ld: -r and -pie may not be used together
      collect2: error: ld returned 1 exit status
      Makefile:34: recipe for target 'angband.o' failed
      make[3]: *** [angband.o] Error 1
      make[3]: *** Waiting for unfinished jobs....
      Successfully compiled main-gcu.c.
      Successfully compiled main-x11.c.
      ../mk/buildsys.mk:110: recipe for target 'all' failed
      make[2]: *** [all] Error 2
      mk/buildsys.mk:115: recipe for target 'subdirs' failed
      make[1]: *** [subdirs] Error 2
      mk/buildsys.mk:110: recipe for target 'all' failed
      make: *** [all] Error 2
      gcc 6.3.0
      GNU gold 1.14

      Happy to provide extra info if necessary.

      Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.

      Comment

      • takkaria
        Veteran
        • Apr 2007
        • 1895

        #18
        Originally posted by gnuvince
        When I try to compile on Debian unstable:

        Code:
        [elided]
        Successfully compiled z-virt.c.
        Successfully compiled z-util.c.
        /usr/bin/ld: -r and -pie may not be used together
        collect2: error: ld returned 1 exit status
        Makefile:34: recipe for target 'angband.o' failed
        make[3]: *** [angband.o] Error 1
        make[3]: *** Waiting for unfinished jobs....
        Successfully compiled main-gcu.c.
        Successfully compiled main-x11.c.
        ../mk/buildsys.mk:110: recipe for target 'all' failed
        make[2]: *** [all] Error 2
        mk/buildsys.mk:115: recipe for target 'subdirs' failed
        make[1]: *** [subdirs] Error 2
        mk/buildsys.mk:110: recipe for target 'all' failed
        make: *** [all] Error 2
        gcc 6.3.0
        GNU gold 1.14

        Happy to provide extra info if necessary.

        Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.
        This is a known problem; I don't think we have any idea of how to fix it though.
        takkaria whispers something about options. -more-

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2941

          #19
          Ethereal hounds don't swarm the player anymore. They simply stand in walls doing nothing, never using melee attacks, only occasionally breathing nether if they manage to get in LOS.

          Found the reason why, as I got the same problem in PWMAngband. In get_moves():

          Code:
          	/* Monster groups try to surround the player */
          	if (!done && rf_has(mon->race->flags, RF_GROUP_AI) &&
          		square_isview(c, mon->fy, mon->fx)) {
          		int i, yy = mon->ty, xx = mon->tx;
          ...
          But in get_moves_advance():

          Code:
          	/* If the monster can pass through nearby walls, do that */
          	if (monster_passes_walls(mon) && !near_permwall(mon, c)) {
          		return false;
          	}
          ...
          	/* Set the target */
          	if (found_direction) {
          		mon->ty = my + ddy_ddd[best_direction];
          		mon->tx = mx + ddx_ddd[best_direction];
          		return true;
          	}
          So mon->ty and mon->tx, which are used to calculate where AI_GROUP monsters will surround the player, are not set for ethereal hounds, and the game picks up a bogus location.

          The best (and easiest) way to fix this is probably to let ethereal hounds go straight at the player by disabling the "surround the player" code for them ("get the player out of corridors" code is already disabled).
          Last edited by PowerWyrm; June 28, 2017, 09:07.
          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

          • wobbly
            Prophet
            • May 2012
            • 2576

            #20
            Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2941

              #21
              Originally posted by wobbly
              Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.
              Yes, it's a temporary effect.
              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
                • 2941

                #22
                There's a "proeprties" typo in modifying.txt. And "To add new timed effects are change the way existing ones operate..." (are -> or).
                Last edited by PowerWyrm; June 28, 2017, 14:08.
                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

                • Ingwe Ingweron
                  Veteran
                  • Jan 2009
                  • 2110

                  #23
                  It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?
                  “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

                  • the Invisible Stalker
                    Adept
                    • Jul 2009
                    • 158

                    #24
                    An interesting point. I guess that's partly a question of how much "realism" you want to incorporate. If you can see the glowing lava from a distance then you should also see monsters silhouetted against it when they're between you and the lava, but outside your normal light radius. Of course the same could be said of monsters in corridors between you and a lighted room.

                    Comment

                    • Nomad
                      Knight
                      • Sep 2010
                      • 951

                      #25
                      Isn't lava visible from a distance already? I'm pretty sure it has its own light radius, like monster light.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9351

                        #26
                        Originally posted by Ingwe Ingweron
                        It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?
                        I like that idea, and I believe it doesn't happen currently.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Sideways
                          Knight
                          • Nov 2008
                          • 886

                          #27
                          Re: lava, it's possible to learn the rune of resist fire by stepping into a lava square... even if you then chicken out and answer "no" to "the lava will scald you - really step in?". I doubt that's supposed to happen; certainly it doesn't sound like intended behavior.

                          Is it intended behavior that passable rubble in the town that's been removed by the player reappears when the player returns to the town?
                          The Complainer worries about the lack of activity here these days.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2110

                            #28
                            Odd, @ descends stairs and finds himself surrounded by walls. Ended up phase dooring out into an adjacent room. Came back to the walls from the other side and they were secret doors. Apparently, secret doors require movement by @ to properly id, but when @ is surrounded by those doors and without "searching" function in the game anymore, the player is stuck except for phase door, recall, or (if they are under the player) stairs.
                            “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

                            • MattB
                              Veteran
                              • Mar 2013
                              • 1168

                              #29
                              Hello All, what's new?

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9351

                                #30
                                Originally posted by MattB
                                Hello All, what's new?
                                If you read the 4.1.0 announcement post, you'll see exactly what's new. Do you expect people to repeat themselves? No-one here ever does that.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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