Bugs and issues in 4.1.0

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  • MattB
    Veteran
    • Mar 2013
    • 1168

    #31
    Originally posted by Nick
    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.
    We've got announcement posts now? Whatever next?...

    Comment

    • MattB
      Veteran
      • Mar 2013
      • 1168

      #32
      Correct me if I'm wrong... but didn't we used to be able to unignore categories of things ~(e.g. magic gloves) by hitting shift-K, going over them and using the <K> command off the floor, then hitting shift-K to un-unignore, thereby unignoring the category in question? If you see what I mean...

      Doesn't seem to work in 4.1

      (Unless I'm going nuts, which is possible)

      Comment

      • luneya
        Swordsman
        • Aug 2015
        • 279

        #33
        Originally posted by MattB
        Correct me if I'm wrong... but didn't we used to be able to unignore categories of things ~(e.g. magic gloves) by hitting shift-K, going over them and using the <K> command off the floor, then hitting shift-K to un-unignore, thereby unignoring the category in question? If you see what I mean...

        Doesn't seem to work in 4.1

        (Unless I'm going nuts, which is possible)
        Shift-K toggles the view of ignored things. To unignore the objects themselves, you first use Shift-K to make them visible, then use k on them exactly as you did to ignore them in the first place. That will bring up the context menu to unignore just the object or the whole category; if you choose only to unignore the object after previously ignoring the category, it does nothing (that IS a bug, the effect probably should be to inscribe the item with !k or the like). I just loaded up 4.1 to test; this works.

        Another method for bulk-unignore is to bring up the = menu, and then use the item ignoring setup submenus. For ignored specific item types (e.g., potion of boldness, as opposed to average body armor or the like), the ignore/unignore functionality is also available from the autoinscription submenu.
        Last edited by luneya; June 28, 2017, 23:57.

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2941

          #34
          Originally posted by PowerWyrm
          There's a "proeprties" typo in modifying.txt. And "To add new timed effects are change the way existing ones operate..." (are -> or).
          "properry" in changes.txt
          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

          • kaypy
            Swordsman
            • May 2009
            • 292

            #35
            There's an information leak in targeting, since the targeting line drawn can be blocked by unseen obstacles.

            Some quick poking around in the projectiles code seems to indicate it may be possible to add a new PROJECT_* flag that only stops for seen obstacles. I'll hack around a bit at some stage and see what I can come up with.

            edit: seemed to work ok, githubbed now

            -

            <some inaccurate comments expunged here>

            -

            Due to a regrettable oversight, I found myself on my last few dozen turn of lamplight and started magically lighting the dungeon to save them for emergencies. Thus an observation that the illumination spell should probably be tweaked to light up walls like the spear of light spell does.
            Last edited by kaypy; June 30, 2017, 05:44.

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            • wv_wxman
              Scout
              • Jul 2012
              • 27

              #36
              Playing an ironman game, I ignored all money. However, ignored money is picked up when it is moved over, unlike all other objects. In real life I would never complain about invisible money landing in my pocket automatically, but...

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2110

                #37
                Originally posted by wv_wxman
                Playing an ironman game, I ignored all money. However, ignored money is picked up when it is moved over, unlike all other objects. In real life I would never complain about invisible money landing in my pocket automatically, but...
                It's a distinction without a difference, and besides, I like the feature. I tend to ignore money at some point, even in non-ironman games. Nonetheless, it is nice that it is picked up anyway, just in case I decide to buy something with it in such a non-ironman game.
                “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

                • wv_wxman
                  Scout
                  • Jul 2012
                  • 27

                  #38
                  Originally posted by Ingwe Ingweron
                  It's a distinction without a difference, and besides, I like the feature. I tend to ignore money at some point, even in non-ironman games. Nonetheless, it is nice that it is picked up anyway, just in case I decide to buy something with it in such a non-ironman game.
                  Gotcha. No biggie - just wasn't sure that was the intended and/or desired behavior. Surprise money is a good thing!

                  Comment

                  • kaypy
                    Swordsman
                    • May 2009
                    • 292

                    #39
                    Minor niggles:

                    Confusion attacks (bedlam in this case) can give "It looks confused" for targets that are out of LOS

                    and on the other hand

                    Spear of Light spells give out-of-LOS messages for creatures you should (now) be able to see

                    -

                    Also, confusion doesn't seem to be stopping monsters from using spells
                    eg
                    The ogre shaman conjures up scary horrors
                    ...
                    The ogre shaman is no longer confused
                    -

                    I think there must be a logic inversion in the item generation algorithm. So far I have found 3 of the useful dungeon spellbooks way OOD, and none of the other class. If the RNG was working properly these would all be the useless class.

                    -

                    I currently have an 'unidentified object' sorted to the middle of the item list rather then the end. When I get there I'll note what it is. I'm sure this is leaking some sort of info it shouldn't.

                    .. I think it was an item that had been picked up by something?
                    Last edited by kaypy; July 1, 2017, 11:22.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9351

                      #40
                      Originally posted by Sideways
                      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?
                      Interesting question. It would probably be preferable for it to stay removed - I may make that happen at some point.

                      For everyone, thanks for all the stuff posted to this thread. I'm leaving bugs to pile up for a bit (non seem game-breaking yet), but I will get to them eventually.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6697

                        #41
                        @Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2110

                          #42
                          Originally posted by Pete Mack
                          @Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)
                          Besides, falling rock from the mountain accumulates in the town as rubble, and it should come as no surprise to an obsessive-compulsive adventurer who cleans the town of rubble, if they find upon returning to town that more rubble has fallen. Beware of Falling Rocks!
                          “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

                          • kaypy
                            Swordsman
                            • May 2009
                            • 292

                            #43
                            Currently monster flags OPEN_DOOR and BASH_DOOR do the same thing.

                            The code in mon_move line 868 onward does roughly:
                            a) Choose whether to bash (50% chance)
                            b) Abort if the monster can neither bash nor open
                            c) Do whatever was determined in (a)

                            It needs to do one of
                            * only choose actions it is capable of
                            or
                            * abort if it cannot do the chosen action

                            Although the mental image of a Great Wyrm hunched down at a door with a teeny tiny set of lockpicks in its claws is rather amusing...

                            Comment

                            • Pondlife
                              Apprentice
                              • Mar 2010
                              • 78

                              #44
                              I don't know if this is an issue, or just a new behaviour.

                              Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

                              That's was the 4.0.x behaviour when you detect a squelched object, so it seems correct.

                              But sometimes you see an object directly, but it disappears when you move on to it. Example: enter a room and see some armour on the floor. Move on to it, only to find there's no message and the armour has gone. Is this another type of squelch behaviour? I don't recall it in 4.0.x.

                              I'm running 4.1.0 on Windows.
                              Playing roguelikes on and off since 1984.
                              rogue, hack, moria, nethack, angband & zangband.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6697

                                #45
                                Just died to an out-of-depth nexus vortex and I have no idea how. It breathed 3x in a row, where I got no moves in between. Messages were
                                "Nexus breathes nexus
                                You resist the affects"
                                Somehow I lost turns to its breaths, which I had no idea was possible.

                                Comment

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