Bugs and issues in 4.1.0
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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. -
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?Leave a comment:
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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:
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Isn't lava visible from a distance already? I'm pretty sure it has its own light radius, like monster light.Leave a comment:
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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.Leave a comment:
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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:
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Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.Leave a comment:
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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; ...
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; }
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.Leave a comment:
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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
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:
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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
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:
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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.Leave a comment:
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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.Leave a comment:
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