Bugs and issues in 4.1.0

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • kaypy
    replied
    It wasn't quite obvious from dredging through the old topics:

    Was the removal of the old detection border something that fell out during the traps reworking and never got re-implemented, or was it deliberately purged as an act of design?

    Leave a comment:


  • Nick
    replied
    New builds up on the nightlies page with the following changes:
    • Monsters can be hit by spells in passable rubble
    • Known cursed items are labelled as such in stores (#2047)
    • Store prices are more reasonable (#2049)
    • Monsters no longer "look confused" (etc) when the player is blind
    • Curse removal menu has more information about the player's chance of success

    Leave a comment:


  • PowerWyrm
    replied
    No idea if this is a bug or feature. Tarrasque breathes fire, then cold then disenchantment. @ doesn't take any damage from disenchantment. Player tries to figure out why for ages until he decides to press "l" and get "You are standing in a rubble." message. Not the passable version, the normal one.

    Leave a comment:


  • Nick
    replied
    Actually I should clarify - it's fixed in development. The fix will be in the next nightly build.

    Leave a comment:


  • Oraticus
    replied
    Awesome! Thanks, Nick!

    Leave a comment:


  • Nick
    replied
    Originally posted by Oraticus
    Just to confirm, has the issue with rubble been addressed? I never did file a bug on it on that bug tracking site you linked (I didn't know it existed!). If so, how does rubble now behave?
    Yes, it's fixed. The way it works is that spells can hit monsters in the first layer of rubble, but no further. It was already like this for the player.
    Code:
    [COLOR="sienna"]:::[/COLOR]
    [COLOR="sienna"]:[/COLOR]cT..@
    [COLOR="Sienna"]:::[/COLOR]
    So casting a fire ball at the troll will hit it but leave the centipede unharmed, as will casting at the grid in fornt of the troll.

    Leave a comment:


  • Oraticus
    replied
    Originally posted by Nick
    Current master is now fairly bug-free; I think the current outstanding issues are:
    • These filed but unfixed bugs;
    • Possible changes to persistent levels (recall, monster regeneration);
    • Maybe an examination of mouse movement.


    So my plan is to release 4.1.1 once those are dealt with. Anything else I've missed?
    Just to confirm, has the issue with rubble been addressed? I never did file a bug on it on that bug tracking site you linked (I didn't know it existed!). If so, how does rubble now behave?

    Leave a comment:


  • Sky
    replied
    This is obviously linked to the persistent levels option, but if i rest long enough i can run out of light from permanent light sources. Only happens when i go back to DL0, and it can revert back and then happen again.

    Leave a comment:


  • Nick
    replied
    Current master is now fairly bug-free; I think the current outstanding issues are:
    • These filed but unfixed bugs;
    • Possible changes to persistent levels (recall, monster regeneration);
    • Maybe an examination of mouse movement.


    So my plan is to release 4.1.1 once those are dealt with. Anything else I've missed?

    Leave a comment:


  • Sky
    replied
    before 4.1.0, back when i had my first winner. maybe december?
    almost constant CTD with mouse movement, so much so that i had to get used to quicksaving before any mouse movement.

    honestly, i thought that is why it's not in the game anymore. it's a shame, because i don't have a tenkey and therefore i always need to switch to mouse when moving sideways.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    That mouse movement caused crashes, so it's gone.
    Really? When did that happen?

    Leave a comment:


  • Oraticus
    replied
    Originally posted by Sky
    That mouse movement caused crashes, so it's gone.
    Aww, really? What a bummer. Always worked so well for me.

    Leave a comment:


  • Sky
    replied
    That mouse movement caused crashes, so it's gone.

    Leave a comment:


  • Oraticus
    replied
    Has mouse-movement been changed? In the previous 3.# version, I could click quite a ways away, and @ would gladly navigate a sensible route to that location, even if it meant twisty corridors or taking a door that wasn't directly in that direction.

    Now if I try to use mouse movement, it only works if the destination is a direct, non-impeded LoS, else it fails. Heck, @ can't even figure out how to go around a simple knight's-move corner. For instance:

    Code:
    ####.#
    ####x#
    ..@..#
    ######
    If @ is trying to get to destination "x" by clicking, he won't move at all. Does this have anything to do with the issues people have noted about monster pathing? Normally I play on a laptop with a num pad, but there are occasions where I'm on a laptop that lacks a num pad, and I rely on mouse movement to prevent this from becoming a arduous slog.

    Leave a comment:


  • Nick
    replied
    Originally posted by SilasDies
    Went down to level 39 as a High Elf Ranger, was surrounded by granite walls. Additionally I was standing on a granite wall. ?Mapping gave me no information. ?phase, ?teleport, and teleport spells cause some kind of infinite loop I believe, the spinning beach ball appears and I need to force quit.

    I had a ring of digging, and was able to dig around. Appears the level is entirely solid granite. Was able to fix by entering wizard mode and traveling back to dlvl 39.

    Attached the save file in case it can be helpful.
    This is almost certainly a known bug, fixed in development. Fixed, non-wizard mode savefile (one level down) attached if you want it.
    Attached Files

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎