Yeah, I've confirmed it too. Just a matter of determining a fix now.
Bugs and issues in 4.1.1
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Not a bug. Rings of digging can be activated and you won't have full knowledge until you attempt the activation once.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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My list from the last thread:
- white lice have smell 20, black lice don't (since other insects don't have smell, probably remove from white lice)
- zombified kobolds have smell 20, none other zombies have (probably remove)
- giant white ticks have smell 20, none other spiders have (probably remove)
- Ulfast, Son of Ulfang has smell 20, none other p have (probably remove)
- dragons + ancient dragons should have smell (they're big reptiles after all)
- bats should have smell (nearly blind, without smell they wouldn't be able to hunt preys)
- hydras should have smell (also big reptiles)
- Mr Att image doesn't appear in the manual.html help file because it's linked with an incorrect relative path
- tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
- Quaker, Master of Earth casts acid bolts and balls, yet the only element he doesn't resist is acid. It's the same for regular earth elementals too
- The ART_TAG_VERB and ART_TAG_VERB_IS don't handle plural properly (ART_TAG_VERB does nothing and ART_TAG_VERB_IS only checks that there's an "s" at the end, which is not the case for things like "rods of mapping" or "maces of disruption")
- redundant or conflicting curses vs object flags (see other thread about curses)
- Option "Display map" and "Display overhead" are reversed in the Subwindow setup menu
- Teleportation ping-pong (should use randomized distances)
- !Dragon Breath asks for direction when unID
- passwall monsters move erratically
- non lights with +1 light radius display an extra empty line when inspected
- "With 0 more STR and 0 more DEX you get 2.3 blows" when STR is drained
- indices instead of names in the debug menu
- supercharged AC on shooters (should only get regular AC)PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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OK, I'll group these up:
- white lice have smell 20, black lice don't (since other insects don't have smell, probably remove from white lice)
- zombified kobolds have smell 20, none other zombies have (probably remove)
- giant white ticks have smell 20, none other spiders have (probably remove)
- Ulfast, Son of Ulfang has smell 20, none other p have (probably remove)
- dragons + ancient dragons should have smell (they're big reptiles after all)
- bats should have smell (nearly blind, without smell they wouldn't be able to hunt preys)
- hydras should have smell (also big reptiles)
- Quaker, Master of Earth casts acid bolts and balls, yet the only element he doesn't resist is acid. It's the same for regular earth elementals too
- passwall monsters move erratically
- Mr Att image doesn't appear in the manual.html help file because it's linked with an incorrect relative path
- The ART_TAG_VERB and ART_TAG_VERB_IS don't handle plural properly (ART_TAG_VERB does nothing and ART_TAG_VERB_IS only checks that there's an "s" at the end, which is not the case for things like "rods of mapping" or "maces of disruption")
- redundant or conflicting curses vs object flags (see other thread about curses)
- Option "Display map" and "Display overhead" are reversed in the Subwindow setup menu
- Teleportation ping-pong (should use randomized distances)
- !Dragon Breath asks for direction when unID
- non lights with +1 light radius display an extra empty line when inspected
- "With 0 more STR and 0 more DEX you get 2.3 blows" when STR is drained
- indices instead of names in the debug menu
- supercharged AC on shooters (should only get regular AC)
What?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Code:if (to_hit && (to_hit == to_dam)) { bonus = to_dam / data->dam_increment; if (bonus > 0) { if (art->tval == TV_GLOVES) { file_putf(log_file, "Adding %d instances of extra to-hit and to-dam bonus for gloves\n", bonus); (data->art_probs[ART_IDX_GLOVE_HIT_DAM]) += bonus; } else { file_putf(log_file, "Adding %d instances of extra to-hit and to-dam bonus for non-weapon\n", bonus); (data->art_probs[ART_IDX_NONWEAPON_HIT_DAM]) += bonus; } } }
Also everything that has nonzero tohit and different nonzero todam will contribute to ART_IDX_NONWEAPON_HIT only, because of the exclusive "else" (if tohit then ART_IDX_NONWEAPON_HIT else if todam then ART_IDX_NONWEAPON_DAM).
The easiest way to fix all these is to remove the tohit/todam equality when adding to ART_IDX_GLOVE_HIT_DAM/ART_IDX_NONWEAPON_HIT_DAM, then simply use the average (to_hit + to_dam) / (data->hit_increment + data->dam_increment) as bonus.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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I think that's already been reported, but cursed weapons should not get the BLESSED flag. Easy to implement for randarts, but no idea what to do about egos. A cursed "(Blessed)" ego weapon seems really silly...
In fact, the easiest way is probably to prevent any curse from being added to blessed weapons. They're "blessed" after all...PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Angband associates acid with digging. Earth elementals are thus
a) Able to dig (rock moving)
but also
b) Subject to being dug (made of rock)Comment
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Can someone confirm that Morgoth is not immune to stunning? He has not the NO_STUN flag, so I guess he's not.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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OK, this one's not straightforward. The path is correct relative to the doc directory (where the manual is being made), and Mr Att appears in the pdf manual, and also the html manual in linux.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Code:<img alt="" class="align-center" src="../lib/icons/mr-att.png" />
I think I had the same problem with PWMAngband and I fixed it by having a second index.txt file for the html manual. Then I generate the files using rst2html with index-html.txt and rst2pdf with index.txt (no idea how it is done in V).
index.txt points to ./lib/icons/mr-att.png
index-html.txt points to ../icons/mr-att.pngPWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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New builds on the nightlies page fix the following:- Curses (eg cowardice curse) not getting identified if their underlying propery was already known
- Overhead view and minimap subwindows reversed
- !Dragon Breath asking for aim before it was identified (now it just fires in a random direction the first time)
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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