Bugs and issues in 4.1.1

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  • fph
    replied
    Possible fix: in the Makefile, copy mr-att.png into both `/lib/help` and `/doc`. Replace the link with one without path:

    Code:
    .. image:: mr-att.png

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  • Nick
    replied
    Originally posted by PowerWyrm
    - Mr Att image doesn't appear in the manual.html help file because it's linked with an incorrect relative path
    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.

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  • PowerWyrm
    replied
    Can someone confirm that Morgoth is not immune to stunning? He has not the NO_STUN flag, so I guess he's not.

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  • Pete Mack
    replied
    Ticks and lice SHOULD have smell. Not so much for other insects.

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  • kaypy
    replied
    Originally posted by PowerWyrm
    - 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
    This is because both are, at least as far as Angband is concerned, thematically appropriate.

    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)

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  • PowerWyrm
    replied
    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...

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Sky
    Once you quaff a potion of dragon breath, you should not be able to unquaff it by Esc-ing the direction. Same for staff and scroll of banish.
    I'd say that's not a bug. Anything else can be ESCed without losing the item/wasting a charge/discharging a rod/using up mana...

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  • Sky
    replied
    Once you quaff a potion of dragon breath, you should not be able to unquaff it by Esc-ing the direction. Same for staff and scroll of banish.

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    - tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
    From count_nonweapon_abilities():

    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;
    			}
    		}
    }
    The problem here is that the hit + dam bonus is added only if those values are equal. I suppose this reflects the fact that all artifact gloves with extra hit/dam (Paurnimmen, Cambeleg, Fingolfin) have the same tohit and todam. In the case of Fingolfin, the base item is "set of caestus", which already has +3 base todam. So they don't contribute to the ART_IDX_GLOVE_HIT_DAM parameter (to_hit = 10, to_dam = 7), but to ART_IDX_NONWEAPON_HIT.

    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.

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    My list from the last thread:
    OK, I'll group these up:

    Originally posted by PowerWyrm
    - 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
    These can all wait for the monster revamp in 4.2

    Originally posted by PowerWyrm
    - 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)
    These I will look at and attempt to fix before 4.1.2, probably.

    Originally posted by PowerWyrm
    - tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
    What?

    Leave a comment:


  • PowerWyrm
    replied
    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)

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Sky
    i wore a ring <+5> and learned the rune of digging, but still had a ring <+5> {??} despite it being not cursed.


    *could be*, i was not paying enough attention.
    Not a bug. Rings of digging can be activated and you won't have full knowledge until you attempt the activation once.

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  • Nick
    replied
    Yeah, I've confirmed it too. Just a matter of determining a fix now.

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  • luneya
    replied
    Originally posted by Estie
    Still playing the previous build, I have an amulet of wisdom <+2> {??}, when I wear it and try to attack I get the "too afraid" message but the curse doesnt show up.

    Edit: But the shopkeeper smells a rat and refuses to buy it!
    I don't have a savefile, but can confirm the existence of that bug, as I encountered it myself in a recent game (also on an Amulet of Wisdom, though I can't imagine why that would matter). I happened to have a bunch of identify rune scrolls sitting around my house at the time, so I simply magical-ID'd the curse and then zapped it with remove curse.

    Leave a comment:


  • Nick
    replied
    Thanks, investigating.

    Leave a comment:

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