Bugs and issues in 4.1.0

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9351

    New update on the nightlies page with changes:
    • Treacherous Weapon curse now identifies
    • Wands of Stone to Mud now identify on damaging monsters
    • Identify scroll and spell renamed to Identify Rune
    • Small fixes to monster pathfinding (thanks PowerWyrm) - work still needed


    Fix for the teleport problem is next on my list; it requires a bit of work, and I've only had little bits of time lately.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2941

      Found a cursed randart ring with the following properties:

      Code:
           It randomly makes you teleport.
           It occasionally makes a loud noise.
           It paralyses you every now and then.
           It makes you too scared to fight.
           Provides resistance to lightning.
           Cannot be harmed by lightning.
           Makes you afraid of melee, and worse at shooting and casting spells.
           Prevents teleportation. Aggravates nearby creatures.
      So we have both "teleport" and "no-teleport" effects, and the "terror" effect twice.

      When adding a curse, "teleport" and "no-teleport" are conflicting, so an object cannot get both teleportation and anti-teleportation curses. However, for randarts, the code that handles curses (the "make_bad" function) adds the OF_NO_TELEPORT flag directly, and not the anti-teleportation curse, so the conflict can still happen.

      For the double "terror" effect, this simply comes from the fact that the "cowardice" curse is added on a randart based off a ring of Escaping.

      Looking at append_object_curse(), there's a test made to reject curses where the effect would be foiled by an object property (for ex. paralysis curse on an item with free action), but nothing is done to reject curses with a flag conflicting with an object property (for ex. teleportation curse on an item with OF_NO_TELEPORT), or curses with a flag already present on the object (for ex. cowardice curse on an item with OF_AFRAID).
      Last edited by PowerWyrm; September 15, 2017, 10:02.
      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

      • Estie
        Veteran
        • Apr 2008
        • 2281

        Was running around town with a cursed weapon equipped, got the "your weapon turns on you" message and lost health, but no new rune disclosed, read identfy to learn the new rune "treacherous weapon curse".

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9351

          Originally posted by Estie
          Was running around town with a cursed weapon equipped, got the "your weapon turns on you" message and lost health, but no new rune disclosed, read identfy to learn the new rune "treacherous weapon curse".
          Is that in the latest build? I thought I'd fixed it.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Estie
            Veteran
            • Apr 2008
            • 2281

            Originally posted by Nick
            Is that in the latest build? I thought I'd fixed it.
            4.1.0-20-g36595ad2

            I think shortly after that incident I discovered another rune that turns your weapon against you (forget the name); maybe you fixed only one ? I cant check because that character died an untimely death.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9351

              Originally posted by Estie
              4.1.0-20-g36595ad2

              I think shortly after that incident I discovered another rune that turns your weapon against you (forget the name); maybe you fixed only one ? I cant check because that character died an untimely death.
              OK, cool, fix came after that.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Sky
                Veteran
                • Oct 2016
                • 2309

                hey Nick, what happened to the pre-inscribed books you had a few nightlies back? that was pretty cool.
                "i can take this dracolich"

                Comment

                • Estie
                  Veteran
                  • Apr 2008
                  • 2281

                  http://s000.tinyupload.com/?file_id=...21887279892331 save file and http://s000.tinyupload.com/?file_id=...48657481413757 artifact-txt, aiming the unid wand at the kobold south will crash the game (I targeted the kobold, the test before aiming at nothing didnt crash the game and gave the {tried} flag).

                  edit: version is 4.1.0-27-g58c7a0a5
                  esit2: selling reavealed the wand to be clone monster
                  Last edited by Estie; September 19, 2017, 16:05.

                  Comment

                  • dreembeard
                    Scout
                    • Sep 2017
                    • 46

                    a few minor bugs (?), mostly related to traps

                    Hi Nick & Co,

                    Some loose notes about what I presume to be bugs.
                    I'm pretty sure these were not mentioned earlier in this thread.

                    Just in case it matters: I'm playing on a laptop with numpad under Windows 7, with the program extracted from angband-win-4.1.0.zip (the one where sound does not work). I don't play with graphic tiles.

                    • a minor bug in trap disarming:

                    Characters earn xp for disarming on all levels, except on levels 1 to 4.
                    --
                    The formula used for xp gain from trap disarming is dlev/5.
                    That should be (1+dlev/5) or (dlev+4)/5, depending on how much exp you want to give for disarming a trap on level 5*k.

                    Code:
                    in cmd-cave.c::do_cmd_disarm_aux():
                     
                        power = cave->depth / 5;
                        ...
                        player_exp_gain(player, power):
                    • an anomaly with traps and blindness/darkness:

                    When my troll rogue reads a scroll of darkness on level 1, nearby (already spotted) traps (at distance 2 or less) are still shown on the screen, but any other (spotted) traps in the room disappear from view. This happens both with a torch and with a lantern as light source.
                    When the pc regains sight and walks around, the "darkened" traps reappear (without a message) when the tile comes into view.
                    Same thing when the whole room is lit up again.

                    • semi-detection of undetectable traps via trap disabling:

                    It is currently possible (for a rogue pc) to "semi-detect" undetected adjacent traps via the "disable traps" spell in spell book 2. The traps do not become visible, so you do not learn their precise location, but the message does reveal what kind of traps are disabled, so if there is only 1 undetected trap, you can find out where it is by trying. For if you step on such a hidden but disabled trap, there is a message "You hit a trap!", but no further consequence. (Nor is the trap revealed.)
                    If all the disabled traps are undetected, there is no message or visual clue when the "grace period" ends, and the trap(s) become active again.
                    All this may be intentional, and even if it's not, it may be fitting for a class that is traditionally supposed to be "the master of traps and locks", but I thought I'd mention it anyway.

                    • An anomaly in id-by-use:

                    Suppose that the pc finds a batch of unknown (say, "wrinkled") mushrooms, but decides not to eat one yet, and drops them again. Then, later on, some monster drops another one, which the pc eats. Say, it's a mushroom of vigor.
                    Then the knowledge menu shows an entry for mushrooms of vigor, with a proper description. And if you 'l'ook at the first found batch, they are now also "mushrooms of vigor". So far, so good.
                    But if you pick that first batch up, and inspect them, you get no other info than "It can be eaten."
                    It does not help to eat one of these. But if you find some more later on, and pick them up so that the stacks merge, the anomaly is gone.
                    This is not specific for mushrooms. It think it happens with all flavored items. (I observed it with scrolls too.)

                    • recognizing runes from afar

                    My h-elf rogue just detected an onyx ring in a distant room. When he 'l'ooks at it again, and hits 'r', without ever having had it in LoS, the
                    game reports (in a popup):
                    -----------------------------------------------
                    an Onyx Ring <+4>
                    Found lying on the floor at 950 feet (level 19)

                    +4 to speed
                    Can be destroyed by lightning.
                    -----------------------------------------------
                    This does not seem consistent with the rule that, to "see" a pval, the pc must have picked up the object, or stand over it.
                    It may be hard to repair though, without entirely removing the option to 'r'ecall distant, detected objects. Which I most definitely would not want. Perhaps you could block 'r' on items that are not fully known yet? With a message like "This item does not look familiar."?

                    That's it for now.
                    Keep up the good work!
                    Two monsters to turn cavers into cadavers,
                    But only when together,
                    With the small one in front.

                    A hard one for poor Sméagol, who has never played angband.

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2281

                      "Failed to find teleport destination" followed by death.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9351

                        Originally posted by Estie
                        http://s000.tinyupload.com/?file_id=...21887279892331 save file and http://s000.tinyupload.com/?file_id=...48657481413757 artifact-txt, aiming the unid wand at the kobold south will crash the game (I targeted the kobold, the test before aiming at nothing didnt crash the game and gave the {tried} flag).

                        edit: version is 4.1.0-27-g58c7a0a5
                        esit2: selling reavealed the wand to be clone monster
                        Thanks, changed code in one place and forgot to in another, now fixed in development.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9351

                          Originally posted by dreembeard
                          Some loose notes about what I presume to be bugs.
                          I'm pretty sure these were not mentioned earlier in this thread.
                          Thanks, I've filed all this under a single bug (#2056).
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9351

                            Originally posted by Estie
                            "Failed to find teleport destination" followed by death.

                            http://angband.oook.cz/ladder-show.php?id=21119
                            New build is up (nightlies page should refresh shortly) with a fix to this bug and the crash on clone monster bug. Teleport now should be better at finding an appropriate distance grid, and if there are only vault grids available (in the case of weird single-vault levels) will fall back to one of those, and should really not fail. Please report any issues.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Pondlife
                              Apprentice
                              • Mar 2010
                              • 78

                              Somehow I know what one of the objects in an unopened vault is. Playing a Gnome Mage. See attached screenshot.

                              I've activated the arkenstone, but I've not got line of sight to any of the objects in the vault. Yet somehow I know what one of the objects is.

                              Character details (updated just after this behaviour was noticed):



                              Note: I'm playing the released 4.1.0 version, so this might have been fixed in the nightlies.
                              Attached Files
                              Playing roguelikes on and off since 1984.
                              rogue, hack, moria, nethack, angband & zangband.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9351

                                Originally posted by Pondlife
                                Somehow I know what one of the objects in an unopened vault is. Playing a Gnome Mage. See attached screenshot.

                                I've activated the arkenstone, but I've not got line of sight to any of the objects in the vault. Yet somehow I know what one of the objects is.
                                OK - looks like you've detected objects, and detected traps. I'm not sure what to think about this.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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