Bugs and issues in 4.1.0

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  • Ingwe Ingweron
    replied
    Odd, @ descends stairs and finds himself surrounded by walls. Ended up phase dooring out into an adjacent room. Came back to the walls from the other side and they were secret doors. Apparently, secret doors require movement by @ to properly id, but when @ is surrounded by those doors and without "searching" function in the game anymore, the player is stuck except for phase door, recall, or (if they are under the player) stairs.

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  • Sideways
    replied
    Re: lava, it's possible to learn the rune of resist fire by stepping into a lava square... even if you then chicken out and answer "no" to "the lava will scald you - really step in?". I doubt that's supposed to happen; certainly it doesn't sound like intended behavior.

    Is it intended behavior that passable rubble in the town that's been removed by the player reappears when the player returns to the town?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?
    I like that idea, and I believe it doesn't happen currently.

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  • Nomad
    replied
    Isn't lava visible from a distance already? I'm pretty sure it has its own light radius, like monster light.

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  • the Invisible Stalker
    replied
    An interesting point. I guess that's partly a question of how much "realism" you want to incorporate. If you can see the glowing lava from a distance then you should also see monsters silhouetted against it when they're between you and the lava, but outside your normal light radius. Of course the same could be said of monsters in corridors between you and a lighted room.

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  • Ingwe Ingweron
    replied
    It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?

    Leave a comment:


  • PowerWyrm
    replied
    There's a "proeprties" typo in modifying.txt. And "To add new timed effects are change the way existing ones operate..." (are -> or).
    Last edited by PowerWyrm; June 28, 2017, 14:08.

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  • PowerWyrm
    replied
    Originally posted by wobbly
    Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.
    Yes, it's a temporary effect.

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  • wobbly
    replied
    Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.

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  • PowerWyrm
    replied
    Ethereal hounds don't swarm the player anymore. They simply stand in walls doing nothing, never using melee attacks, only occasionally breathing nether if they manage to get in LOS.

    Found the reason why, as I got the same problem in PWMAngband. In get_moves():

    Code:
    	/* Monster groups try to surround the player */
    	if (!done && rf_has(mon->race->flags, RF_GROUP_AI) &&
    		square_isview(c, mon->fy, mon->fx)) {
    		int i, yy = mon->ty, xx = mon->tx;
    ...
    But in get_moves_advance():

    Code:
    	/* If the monster can pass through nearby walls, do that */
    	if (monster_passes_walls(mon) && !near_permwall(mon, c)) {
    		return false;
    	}
    ...
    	/* Set the target */
    	if (found_direction) {
    		mon->ty = my + ddy_ddd[best_direction];
    		mon->tx = mx + ddx_ddd[best_direction];
    		return true;
    	}
    So mon->ty and mon->tx, which are used to calculate where AI_GROUP monsters will surround the player, are not set for ethereal hounds, and the game picks up a bogus location.

    The best (and easiest) way to fix this is probably to let ethereal hounds go straight at the player by disabling the "surround the player" code for them ("get the player out of corridors" code is already disabled).
    Last edited by PowerWyrm; June 28, 2017, 09:07.

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  • takkaria
    replied
    Originally posted by gnuvince
    When I try to compile on Debian unstable:

    Code:
    [elided]
    Successfully compiled z-virt.c.
    Successfully compiled z-util.c.
    /usr/bin/ld: -r and -pie may not be used together
    collect2: error: ld returned 1 exit status
    Makefile:34: recipe for target 'angband.o' failed
    make[3]: *** [angband.o] Error 1
    make[3]: *** Waiting for unfinished jobs....
    Successfully compiled main-gcu.c.
    Successfully compiled main-x11.c.
    ../mk/buildsys.mk:110: recipe for target 'all' failed
    make[2]: *** [all] Error 2
    mk/buildsys.mk:115: recipe for target 'subdirs' failed
    make[1]: *** [subdirs] Error 2
    mk/buildsys.mk:110: recipe for target 'all' failed
    make: *** [all] Error 2
    gcc 6.3.0
    GNU gold 1.14

    Happy to provide extra info if necessary.

    Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.
    This is a known problem; I don't think we have any idea of how to fix it though.

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  • gnuvince
    replied
    When I try to compile on Debian unstable:

    Code:
    [elided]
    Successfully compiled z-virt.c.
    Successfully compiled z-util.c.
    /usr/bin/ld: -r and -pie may not be used together
    collect2: error: ld returned 1 exit status
    Makefile:34: recipe for target 'angband.o' failed
    make[3]: *** [angband.o] Error 1
    make[3]: *** Waiting for unfinished jobs....
    Successfully compiled main-gcu.c.
    Successfully compiled main-x11.c.
    ../mk/buildsys.mk:110: recipe for target 'all' failed
    make[2]: *** [all] Error 2
    mk/buildsys.mk:115: recipe for target 'subdirs' failed
    make[1]: *** [subdirs] Error 2
    mk/buildsys.mk:110: recipe for target 'all' failed
    make: *** [all] Error 2
    gcc 6.3.0
    GNU gold 1.14

    Happy to provide extra info if necessary.

    Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.

    Leave a comment:


  • Sideways
    replied
    Originally posted by wobbly
    If you inspect elvish waybread it says it heals 4d8 hps. It doesn't
    It seems effect_handler_HEAL_HP is written to accept either a base value (heal 30) or an m_bonus value (used as a percentage - heal 25%) or both; it ignores dice and sides, which Elvish Waybread attempts to use.

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  • Sideways
    replied
    Just be thankful that doesn't happen when you play a ranger

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  • wobbly
    replied
    Not a bug as such, but I'd find my fights with rangers a lot harder if they all didn't seem to go: The ranger summons an ant. The ant tramples the ranger.

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