Bugs and issues in 4.1.0

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  • Patashu
    Swordsman
    • Jan 2008
    • 496

    #61
    This is something that the 'scent map distance metric' fixes: http://brogue.wikia.com/wiki/King%27s_move

    (I haven't seen the new pathfinding code for Angband, just offering it up in case it's useful!)
    My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

    Comment

    • Huqhox
      Adept
      • Apr 2016
      • 145

      #62
      Originally posted by Nick
      No, it's a genuine bug in monster pathfinding. The obvious places for the monsters to step have the same noise level as their current grids, so they don't move.
      I just thought they had the new BRITISH flag implemented so they were happy to form queues
      "This has not been a recording"

      Comment

      • Bostock
        Swordsman
        • Aug 2007
        • 333

        #63
        I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?

        I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.
        So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

        Comment

        • Bostock
          Swordsman
          • Aug 2007
          • 333

          #64
          I'd also like to raise my hand in favor of more verbose squelching of objects whose uninterestingness was determined when you moved onto them.
          So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

          Comment

          • Ingwe Ingweron
            Veteran
            • Jan 2009
            • 2110

            #65
            Originally posted by Bostock
            I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?

            I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.
            Features, both. The former, to give incentive to explore labyrinth, the latter, because Nick has deemed the trap detect line verboten. Something about being too paternalistic, or that the green line crossing doors looks like trees "+", or just because he hates it. I liked the detection line, but find its loss a small price to pay for all the great things Nick has done with the 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

            • Bostock
              Swordsman
              • Aug 2007
              • 333

              #66
              Oh. Shame about that, I find it really easy to start wandering around outside the DTraps zone now. Less a problem than it used to be, but still a bit scary when you're a mage and every sufficiently stiff breeze can knock you over.

              Here's one definite bug though: my wand of StM won't identify on use - neither after removing mud, nor after harming a creature susceptible to rock remover. (If only there were roc removers...)
              So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

              Comment

              • Sideways
                Knight
                • Nov 2008
                • 886

                #67
                Just ran into what looks like a serious bug. I discovered a Ring of Resist Poison {??} in a vault at 2600', and repeatedly tried to identify the apparent unknown rune with the Perception prayer; but nothing happened, apart from me losing the expected 20SP. Smelling a bug, I took the ring back to the town and tried to identify the unknown rune by selling, whereupon the game crashed. I have no idea what (if any) the unknown rune is, though my guess would be that it's Morgoth's evil dark rune of game-stopping.
                Attached Files
                Last edited by Sideways; July 5, 2017, 22:30.
                The Complainer worries about the lack of activity here these days.

                Comment

                • Sideways
                  Knight
                  • Nov 2008
                  • 886

                  #68
                  Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.
                  The Complainer worries about the lack of activity here these days.

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2110

                    #69
                    Originally posted by Sideways
                    Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.
                    Yeah, amulet of & amulet, and ring of & ring, bugs still exist.
                    “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

                    • Gwarl
                      Administrator
                      • Jan 2017
                      • 986

                      #70
                      Originally posted by Nick
                      No, it's a genuine bug in monster pathfinding. The obvious places for the monsters to step have the same noise level as their current grids, so they don't move.
                      Instead of having them pick a square with a different noise level, they could evaluate the noise level for every move they're allowed to make, and choose the highest, with a fallback condition if there are several.

                      Comment

                      • Sideways
                        Knight
                        • Nov 2008
                        • 886

                        #71
                        Since probing a monster now reveals everything about it, the prayer descriptions for Priest and Paladin (which suggest probing doesn't reveal a monster's melee or spell/breath attacks) need to be updated.

                        The priest/paladin enchant prayer descriptions also need updating; they suggest enchanting an item has a chance to uncurse it, which is no longer true.
                        Last edited by Sideways; July 7, 2017, 00:49.
                        The Complainer worries about the lack of activity here these days.

                        Comment

                        • dos350
                          Knight
                          • Sep 2010
                          • 500

                          #72
                          honestly why was detect stairs &etc priest spell taken, can we have it back please
                          ~eek

                          Reality hits you -more-

                          S+++++++++++++++++++

                          Comment

                          • GenericPseudonym
                            Apprentice
                            • Jan 2016
                            • 91

                            #73
                            Minor issue:
                            The mage spell "Teleport level" says in its description "This spell has no effect when the option to restrict the use of stairs and recall is set." But force_descend and no_recall are now two separate options.


                            More major issue: The cheat_know option for "know complete monster info" lies about resistances.
                            For example: I saw a will-o'-the-wisp and its monster recall claimed "It resists bright light, rock remover, and poison, and does not resist fire, cold, etc...", but in reality it resists all four base elements.
                            After I cast firebolt on it, the recall changed to say that it DID resist fire, and so on for each element

                            I realised shortly after this that Angband 4 added the new system with lore.txt, so I just edited that with the contents of monster.txt instead of using cheat_know, and monster resistances started displaying properly.

                            But I have to ask: why does cheat_know still exist, then? Why are there two very different ways to do the same thing?

                            Comment

                            • Bostock
                              Swordsman
                              • Aug 2007
                              • 333

                              #74
                              Long-time tiny issue that's still unfixed: the monster spell that wounds for 225 reads "325" in monster descriptions.
                              So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.

                              Comment

                              • luneya
                                Swordsman
                                • Aug 2015
                                • 279

                                #75
                                Okay, I've got a repeatable freeze bug on the officially-distributed OSX binary; the attached zips contain a savefile and a pair of crash dumps. The player character has just entered some sort of special level. The entrance is a 1x1 room with just the upstair. Reading scroll of mapping reveals that the level proper is a large cave to the right of the starting room. Attempting to read phase door or teleportation causes the game to freeze, requiring me to force quit the Angband app. Digging out of the initial trap works, so I can continue the game without an emergency save-file edit, but whatever is making the game freeze still needs to be fixed.
                                Attached Files

                                Comment

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