Bugs and issues in 4.1.0

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  • GenericPseudonym
    replied
    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?

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  • dos350
    replied
    honestly why was detect stairs &etc priest spell taken, can we have it back please

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  • Sideways
    replied
    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.

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  • Gwarl
    replied
    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.

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  • Ingwe Ingweron
    replied
    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.

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  • Sideways
    replied
    Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.

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  • Sideways
    replied
    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.

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  • Bostock
    replied
    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...)

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  • Ingwe Ingweron
    replied
    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.

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  • Bostock
    replied
    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.

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  • Bostock
    replied
    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.

    Leave a comment:


  • Huqhox
    replied
    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

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  • Patashu
    replied
    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!)

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  • Nick
    replied
    Originally posted by Zikke
    Line of sight hasn't revealed all the monsters in the room yet?
    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.

    Leave a comment:


  • Zikke
    replied
    Line of sight hasn't revealed all the monsters in the room yet?

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