Currently monster flags OPEN_DOOR and BASH_DOOR do the same thing.
The code in mon_move line 868 onward does roughly:
a) Choose whether to bash (50% chance)
b) Abort if the monster can neither bash nor open
c) Do whatever was determined in (a)
It needs to do one of
* only choose actions it is capable of
or
* abort if it cannot do the chosen action
Although the mental image of a Great Wyrm hunched down at a door with a teeny tiny set of lockpicks in its claws is rather amusing...
Bugs and issues in 4.1.0
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@Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)Leave a comment:
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@Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)Leave a comment:
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For everyone, thanks for all the stuff posted to this thread. I'm leaving bugs to pile up for a bit (non seem game-breaking yet), but I will get to them eventually.Leave a comment:
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Minor niggles:
Confusion attacks (bedlam in this case) can give "It looks confused" for targets that are out of LOS
and on the other hand
Spear of Light spells give out-of-LOS messages for creatures you should (now) be able to see
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Also, confusion doesn't seem to be stopping monsters from using spells
eg
The ogre shaman conjures up scary horrors
...
The ogre shaman is no longer confused
I think there must be a logic inversion in the item generation algorithm. So far I have found 3 of the useful dungeon spellbooks way OOD, and none of the other class. If the RNG was working properly these would all be the useless class.
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I currently have an 'unidentified object' sorted to the middle of the item list rather then the end. When I get there I'll note what it is. I'm sure this is leaking some sort of info it shouldn't.
.. I think it was an item that had been picked up by something?Last edited by kaypy; July 1, 2017, 11:22.Leave a comment:
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It's a distinction without a difference, and besides, I like the feature. I tend to ignore money at some point, even in non-ironman games. Nonetheless, it is nice that it is picked up anyway, just in case I decide to buy something with it in such a non-ironman game.Leave a comment:
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It's a distinction without a difference, and besides, I like the feature. I tend to ignore money at some point, even in non-ironman games. Nonetheless, it is nice that it is picked up anyway, just in case I decide to buy something with it in such a non-ironman game.Leave a comment:
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Playing an ironman game, I ignored all money. However, ignored money is picked up when it is moved over, unlike all other objects. In real life I would never complain about invisible money landing in my pocket automatically, but...Leave a comment:
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There's an information leak in targeting, since the targeting line drawn can be blocked by unseen obstacles.
Some quick poking around in the projectiles code seems to indicate it may be possible to add a new PROJECT_* flag that only stops for seen obstacles. I'll hack around a bit at some stage and see what I can come up with.
edit: seemed to work ok, githubbed now
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<some inaccurate comments expunged here>
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Due to a regrettable oversight, I found myself on my last few dozen turn of lamplight and started magically lighting the dungeon to save them for emergencies. Thus an observation that the illumination spell should probably be tweaked to light up walls like the spear of light spell does.Last edited by kaypy; June 30, 2017, 05:44.Leave a comment:
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Correct me if I'm wrong... but didn't we used to be able to unignore categories of things ~(e.g. magic gloves) by hitting shift-K, going over them and using the <K> command off the floor, then hitting shift-K to un-unignore, thereby unignoring the category in question? If you see what I mean...
Doesn't seem to work in 4.1
(Unless I'm going nuts, which is possible)
Another method for bulk-unignore is to bring up the = menu, and then use the item ignoring setup submenus. For ignored specific item types (e.g., potion of boldness, as opposed to average body armor or the like), the ignore/unignore functionality is also available from the autoinscription submenu.Last edited by luneya; June 28, 2017, 23:57.Leave a comment:
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Correct me if I'm wrong... but didn't we used to be able to unignore categories of things ~(e.g. magic gloves) by hitting shift-K, going over them and using the <K> command off the floor, then hitting shift-K to un-unignore, thereby unignoring the category in question? If you see what I mean...
Doesn't seem to work in 4.1
(Unless I'm going nuts, which is possible)Leave a comment:
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Leave a comment: