Bugs and issues in 4.1.0

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Nick
    replied
    Originally posted by kaypy
    I'm not quite running a standard build anymore (and I am about half a week behind git), but I am getting "cave_generate() failed 100 times" when trying to go to level 99 on persistant levels. (also happens on a default win nightly from a few weeks back)

    (Easy repro- gen a character and ctrl-a jump straight there)
    Thanks, found and fixed in development.

    Leave a comment:


  • PowerWyrm
    replied
    The power of supercharged AC seems to be way too high. You can generate randarts with only +AC, which doesn't feel right.

    Leave a comment:


  • kaypy
    replied
    I'm not quite running a standard build anymore (and I am about half a week behind git), but I am getting "cave_generate() failed 100 times" when trying to go to level 99 on persistant levels. (also happens on a default win nightly from a few weeks back)

    (Easy repro- gen a character and ctrl-a jump straight there)

    Also, a minor niggle and info leak:
    The object list will say you can 'see' unknown items if they are out of light radius but in LOS. This leaks dungeon layout information of you haven't mapped that far.

    Might be better to only use 'see' for objects you can *actually* see (ie are lit up as well as in LOS)

    Leave a comment:


  • Pete Mack
    replied
    The only place where you need this is for curses. Everything else already shows up on the character page.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    not a bug, but it would be nice to have a [unknown] for runes not known. just so i can throw out my scrolls of Identify now that i don't need them anymore.
    Where do you want this - in the knowledge menu?

    Leave a comment:


  • Sky
    replied
    not a bug, but it would be nice to have a [unknown] for runes not known. just so i can throw out my scrolls of Identify now that i don't need them anymore.

    Leave a comment:


  • Nick
    replied
    OK, new build has improved recall behaviour. Note that you are now asked about reset if you are on a level which is not either your maximum depth, or the depth you have recall set to (it used to be that these were the same thing - "maximum" depth was reset by resetting recall).

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    good, BUT.

    The bug no longer manifests itself. I have now made it to DL99 and i want to grind some more gear and so i have went up to DL98 and recalled with the [y] option (set recall to 98 instead of 99).

    Now i'm at DL98 but every time i recall, i still get asked "do you want to set recall".
    Hm, okay. I'll fix that.

    Thanks for all the testing, btw

    Leave a comment:


  • Sky
    replied
    Originally posted by Nick
    OK, I changed the way recall works internally
    good, BUT.

    The bug no longer manifests itself. I have now made it to DL99 and i want to grind some more gear and so i have went up to DL98 and recalled with the [y] option (set recall to 98 instead of 99).

    Now i'm at DL98 but every time i recall, i still get asked "do you want to set recall".

    Leave a comment:


  • Nick
    replied
    Latest builds on the nightlies page have a fix to detected objects giving away too much info, and allow monsters on persistent levels to regenerate while the player is away.

    Unless someone tells me it's a bad idea (presumably by finding another bug or pointing out one I've forgotten) I'll release 4.1.1 in a small number of days.

    Leave a comment:


  • Nick
    replied
    Nightlies page now has new builds which
    • fix recall again
    • make sure players always get some XP for disarming a trap and
    • Update knowledge correctly when IDing consumables (the last two are two of the three issues in #2056)

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    i'm playing 4.1.0-86-g5766a6b9 (non-persistent) and something is really wrong with recall. it doesn't save the level i reached.

    *sometimes* i get the message [set recall to this level?] but some others it doesn't. i've been trying to get past DL23 for an hour and i keep getting put back on DL16.
    OK, I changed the way recall works internally while implementing the persistent levels change, and may have missed something. Will check.

    Leave a comment:


  • Sky
    replied
    i'm playing 4.1.0-86-g5766a6b9 (non-persistent) and something is really wrong with recall. it doesn't save the level i reached.

    *sometimes* i get the message [set recall to this level?] but some others it doesn't. i've been trying to get past DL23 for an hour and i keep getting put back on DL16.

    Leave a comment:


  • Nick
    replied
    Latest build on the nightlies page makes the following changes:
    • Freezing lava can not produce impassable rubble if the player or a monster is on the grid
    • The darkness spell no longer results in view weirdness (#2055)
    • The number of vaults has been toned down a bit (#2057) - anyone who thinks there are still too many is encouraged to play with the numbers in dungeon_profile.txt
    • In persistent levels mode the player gets the choice of which level to recall to from town


    A few more small bugs to clean up and some persistent levels issues to deal with, and then it should be time for 4.1.1.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    is it?

    fire creates lava pools, which cold then freezes into rubble. rubble does not allow spells to pass. i don't see the bug.
    Having terrain change so that the player (or a monster) gets left in impassable terrain should not happen. Handling like for earthquakes, as Pete suggests, seems sensible.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎