Bugs and issues in 4.1.0

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  • Nick
    replied
    Originally posted by kaypy
    I've run into a little AI glitch wherein monsters can form spontaneous queues in a weird fashion.

    Code:
    #####+###.#
    #.........#
    #.........#
    #.........#
    ......U...#
    #....U....#
    #...e.....#
    #..u......#
    #..........
    #.#########
    .
    .
    @ down here somewhere
    Here we have Omarax and two greater Balrogs waiting patiently for a quasit to wake up. Because it would be inefficient to walk the extra difference around it. (Well the Balrogs would happily punt the quasit out of the way, but they wont tangle with Omarax, and Omarax is the patient type who doesn't feel the need for a MOVE_BODY flag)
    That's magnificent - I can see exactly what is causing that from the picture.

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  • Sideways
    replied
    There's a stray space at the beginning of the BOULDER miss message in monster_spell.txt: " {name} hurls a boulder, but misses."

    Leave a comment:


  • Huqhox
    replied
    Originally posted by Pondlife
    @Huqhox: yes, that would explain what I'm seeing. It does always seem to be armour and weapons that don't dissapear until you run over them. I don't remember this behaviour in 4.0, but perhaps the 4.1 way is more logical. I'd like to see some sort of message to say "you squeltch the xxx {ignore}" though, as objects dissappearing when you move over seems like a glitch even though it's intended behaviour.
    AFAIR it did exactly the same in 4.0.x

    Leave a comment:


  • Pondlife
    replied
    @Huqhox: yes, that would explain what I'm seeing. It does always seem to be armour and weapons that don't dissapear until you run over them. I don't remember this behaviour in 4.0, but perhaps the 4.1 way is more logical. I'd like to see some sort of message to say "you squeltch the xxx {ignore}" though, as objects dissappearing when you move over seems like a glitch even though it's intended behaviour.

    Leave a comment:


  • kaypy
    replied
    I've run into a little AI glitch wherein monsters can form spontaneous queues in a weird fashion.

    Code:
    #####+###.#
    #.........#
    #.........#
    #.........#
    ......U...#
    #....U....#
    #...e.....#
    #..u......#
    #..........
    #.#########
    .
    .
    @ down here somewhere
    Here we have Omarax and two greater Balrogs waiting patiently for a quasit to wake up. Because it would be inefficient to walk the extra difference around it. (Well the Balrogs would happily punt the quasit out of the way, but they wont tangle with Omarax, and Omarax is the patient type who doesn't feel the need for a MOVE_BODY flag)

    Leave a comment:


  • kandrc
    replied
    Originally posted by Pondlife
    I mentioned this a couple of days ago, but I'm posting again just in case it got missed.

    Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

    I suspect these are objects I've squelched, and it was the same in 4.0.

    But sometimes you see an object directly, but it disappears when you move on to it. Example: Kill something that generates a drop. Move on to the dropped object, only to find there's no message and the object has gone. Is this another type of squelch behaviour? I think in 4.0, squelched objects in monster drops never appeared.

    I'm running 4.1.0 on Windows.
    I'm pretty sure this is always weapons and armor, where seeing it from a distance IDs it as, e.g., a dagger, and seeing it close IDs it as a dagger that we want to squelch.

    Leave a comment:


  • mixer
    replied
    Home level not changing

    Is it deliberate that when using the a dead characters save file that the home level is not regenerated?

    Leave a comment:


  • Huqhox
    replied
    @Pondlife

    I'm sure I'll be corrected if I'm wrong but I think this is expected.

    Some things like potions, scrolls etc can be identified fully immediately from their type - so as soon as @ comes in LOS of a squeched potion previously marked with a red asterisk it disappears. Similarly if anything like this is dropped by a monster you just don't see it.

    However things like armour and weapons aren't fully identified this way; so @ can see it's partial plate mail (or whatever) but not specificially if it's good, ego or an artifact until it's directly examined, usually by stepping over it. Then if it turns out to be squelched it silently disappears.

    Does that explain what you are seeing?

    Leave a comment:


  • Pondlife
    replied
    I mentioned this a couple of days ago, but I'm posting again just in case it got missed.

    Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

    I suspect these are objects I've squelched, and it was the same in 4.0.

    But sometimes you see an object directly, but it disappears when you move on to it. Example: Kill something that generates a drop. Move on to the dropped object, only to find there's no message and the object has gone. Is this another type of squelch behaviour? I think in 4.0, squelched objects in monster drops never appeared.

    I'm running 4.1.0 on Windows.

    Leave a comment:


  • Sideways
    replied
    It's impossible to read on lava squares adjacent only to walls and other lava squares; the game says you have no light to read by, even if you have a light source.

    Leave a comment:


  • Pete Mack
    replied
    Did soulkeeper used to have more resistances? The description makes it sound like it should have rNether (as well as rNexus and sustain CON, to be sure.) As it stands, its only attraction is heal_1000 every now and then, which is nice, but not enough to give up rConf.

    Leave a comment:


  • Pete Mack
    replied
    What's the current breath attenuation scheme? (I want to know how soon I can kill mature dragons without resistances.)

    Leave a comment:


  • Derakon
    replied
    Could it have scrambled your stats, causing your STR to be low, reducing your speed (due to burden), and thus allowing it to get a second breath off? That doesn't explain three breaths in a row, though...

    Leave a comment:


  • Pete Mack
    replied
    Just died to an out-of-depth nexus vortex and I have no idea how. It breathed 3x in a row, where I got no moves in between. Messages were
    "Nexus breathes nexus
    You resist the affects"
    Somehow I lost turns to its breaths, which I had no idea was possible.

    Leave a comment:


  • Pondlife
    replied
    I don't know if this is an issue, or just a new behaviour.

    Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

    That's was the 4.0.x behaviour when you detect a squelched object, so it seems correct.

    But sometimes you see an object directly, but it disappears when you move on to it. Example: enter a room and see some armour on the floor. Move on to it, only to find there's no message and the armour has gone. Is this another type of squelch behaviour? I don't recall it in 4.0.x.

    I'm running 4.1.0 on Windows.

    Leave a comment:

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