
Bugs and issues in 4.1.2
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There are still issues with room of chambers after fixing the above... When you highlight inner and outer walls, there are normal isolated walls remaining inside the layout... and some isolated floor tiles around them (with outer walls around those floors and walls). This feels wrong.Leave a comment:
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Stair placement inside rooms of chambers:
This is as horrible as stairing inside a Hellpit or similar GV...
Code:if (square_iswall_inner(c, y, x)) { for (d = 0; d < 9; d++) { /* Extract adjacent location */ int yy = y + ddy_ddd[d]; int xx = x + ddx_ddd[d]; /* Look for dungeon granite */ if ((c->squares[yy][xx].feat == FEAT_GRANITE) && (!square_iswall_inner(c, [B][COLOR="Red"]y, x[/COLOR][/B])) && (!square_iswall_outer(c, [B][COLOR="Red"]y, x[/COLOR][/B])) && (!square_iswall_solid(c, [B][COLOR="Red"]y, x[/COLOR][/B]))) { /* Turn me into outer wall. */ set_marked_granite(c, y, x, SQUARE_WALL_OUTER); /* Done; */ break; } } }
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Stair placement inside rooms of chambers:
This is as horrible as stairing inside a Hellpit or similar GV...Leave a comment:
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I completely defer to you and Nick about the code. All I know is that, it seems to me, damage shown for a weapon in the pack or on the floor should be the same as if wielded (and whatever weapon actually in hand were not wielded).Leave a comment:
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From dungeon_profile.txt:
# Very rare rooms (rarity = 2)
room:monster pit:0:11:33:5:1:2:8
room:monster nest:0:11:33:5:1:2:16
room:Medium vault:0:22:33:30:0:2:38
room:Lesser vault:0:22:33:20:0:2:55
Doesn't matter if the cutoff of the last entry isn't 100?Leave a comment:
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Any ETA on this bug-fix? It's such a pain in the butt having to pick up weapons from the floor, wield them, remember the blow/damage amounts, re-wield principal weapon, then compare. It was so much better when Inspecting the weapon on the ground or in the pack gave accurate information.
Old code:
Code:extra_blows = 0; - - /* Start with blows from the weapon being examined */ - extra_blows += obj->known->modifiers[OBJ_MOD_BLOWS]; - - /* Then we need to look for extra blows on other items, as - * state does not track these */ - for (i = 0; i < player->body.count; i++) { - struct object *helper = slot_object(player, i); - - if ((i == slot_by_name(player, "weapon")) || !helper) - continue; - - extra_blows += helper->known->modifiers[OBJ_MOD_BLOWS]; - }
Code:/* Apply modifiers */ state->stat_add[STAT_STR] += obj->modifiers[OBJ_MOD_STR] * p->obj_k->modifiers[OBJ_MOD_STR]; ... extra_blows += obj->modifiers[OBJ_MOD_BLOWS] * p->obj_k->modifiers[OBJ_MOD_BLOWS];
Code:s32b modifiers[OBJ_MOD_MAX]; for (j = 0; j < OBJ_MOD_MAX; j++) { modifiers[j] = obj->modifiers[j]; if (known_only && !object_is_known(p, obj) && !object_modifier_is_known(obj, j, aware)) modifiers[j] = 0; } ... extra_blows += modifiers[OBJ_MOD_BLOWS];
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Any ETA on this bug-fix? It's such a pain in the butt having to pick up weapons from the floor, wield them, remember the blow/damage amounts, re-wield principal weapon, then compare. It was so much better when Inspecting the weapon on the ground or in the pack gave accurate information.Leave a comment:
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it doesnt have to be that one situation, and yet i still feel stairs should be more evenly spread out. i'm ok with a "stairs room" that has 2+ stairs in it arranged in a cool way, but that should count as 1 stair, not multiple.Leave a comment:
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stairs location
recently stairs placement has changed, instead of being randomly distributed, they are mostly placed in small side corridors or in some select rooms. however, they can now be all bunched up in the same spot, 5-6 down stairs all in one 5x5 room, with nothing else in the rest of the dungeon. if you want to get out of the level, but cannot get past that one 1-shot mob who is sitting between you and ALL THE STAIRS IN THE LEVEL, that can be a problem.Leave a comment:
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recently stairs placement has changed, instead of being randomly distributed, they are mostly placed in small side corridors or in some select rooms. however, they can now be all bunched up in the same spot, 5-6 down stairs all in one 5x5 room, with nothing else in the rest of the dungeon. if you want to get out of the level, but cannot get past that one 1-shot mob who is sitting between you and ALL THE STAIRS IN THE LEVEL, that can be a problem.Leave a comment:
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Obviously in an area you didnt explore... Bottom right area at the end of the small corridor seems to be the most likely place.Leave a comment:
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