Bugs and issues in 4.1.0

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  • Nick
    replied
    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.

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  • Nick
    replied
    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).

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  • Nick
    replied
    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.

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  • Estie
    replied
    "Failed to find teleport destination" followed by death.

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  • dreembeard
    replied
    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!

    Leave a comment:


  • Estie
    replied
    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.

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  • Sky
    replied
    hey Nick, what happened to the pre-inscribed books you had a few nightlies back? that was pretty cool.

    Leave a comment:


  • Nick
    replied
    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.

    Leave a comment:


  • Estie
    replied
    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.

    Leave a comment:


  • Nick
    replied
    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.

    Leave a comment:


  • Estie
    replied
    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".

    Leave a comment:


  • PowerWyrm
    replied
    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.

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  • Nick
    replied
    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.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Just to be nitpicky, there's a mix of uses of "c" parameter and "cave" global in get_move_advance().
    ...and elsewhere in that file, in fact.

    Leave a comment:


  • Sideways
    replied
    I tried to TO Ungoliant in the nightly (4.1.0-23-gdfffaae-dirty), and got the message "Failed to find teleport destination! Ungoliant, the Unlight disappears!" (She didn't disappear, and as noted in another thread, Teleport Other and Teleport Self fail all too often on entirely normal levels now.)
    Last edited by Sideways; September 13, 2017, 19:52.

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