Bugs and issues in 4.1.2

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  • Sky
    replied
    where are my stairs ?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Ah, I see. Is there also no saving throw? It feels like none of the other eight succeed at TELE_AWAY once @ is sufficiently high-level and has resistances and protections, but I may be imagining this.
    No, no saving throw. You're probably killing them too fast

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    The Witch-King has the teleport away spell, which is unresistable; only nine monsters have it, including notably Nexus Quylthulgs. Sauron does not have it; he has the teleport level spell, which RNexus prevents against.
    Ah, I see. Is there also no saving throw? It feels like none of the other eight succeed at TELE_AWAY once @ is sufficiently high-level and has resistances and protections, but I may be imagining this.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Not necessarily a bug, as it has existed for a very long time, so might be by design -- but, can someone please explain to me why, when @ has full resistances & protections, The Witch King of Angmar can command @ to "go away" even though every other monster with this ability, including Sauron, cannot successfully do so?
    The Witch-King has the teleport away spell, which is unresistable; only nine monsters have it, including notably Nexus Quylthulgs. Sauron does not have it; he has the teleport level spell, which RNexus prevents against.

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  • Ingwe Ingweron
    replied
    Not necessarily a bug, as it has existed for a very long time, so might be by design -- but, can someone please explain to me why, when @ has full resistances & protections, The Witch King of Angmar can command @ to "go away" even though every other monster with this ability, including Sauron, cannot successfully do so?

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  • Tibarius
    replied
    me fool

    Me fool ... i thought detect doors, detect doors!

    Either rename spell to detect secret doors or please detect all doors, thanks!

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  • luneya
    replied
    Originally posted by Nick
    Door detection now only detects secret doors.
    Which, although not strictly a bug, seems to be stupid. Why shouldn't door detection reveal all doors? There doesn't seem to be any thematic reason why this should be so, and the nerf doesn't make the gameplay significantly more challenging (except maybe in situations like the OP's, where you want to know which side of a pit has the door for LOS reasons).

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  • Nick
    replied
    Originally posted by Tibarius
    Plaiyng 4.1.2, there was a naga room. I cast detect doors and it says there are no doors. I was already wondering how the naga can come out then ... but obviously there was one side with a door which was not detected. So is the detection not 100 % anymore or anyone an idea what happened there?
    Door detection now only detects secret doors.

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  • Tibarius
    replied
    find doors

    Plaiyng 4.1.2, there was a naga room. I cast detect doors and it says there are no doors. I was already wondering how the naga can come out then ... but obviously there was one side with a door which was not detected. So is the detection not 100 % anymore or anyone an idea what happened there?

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  • Ingwe Ingweron
    replied
    Originally posted by PowerWyrm
    The problem here is that the wizard generator is bugged and you cannot trust it for anything it creates. I think it comes from the fact that the generator doesn't assign the known part correctly. Are you sure the same happens if you actually find Sting and an EA weapon?
    I actually did find them, was just suggesting the Wizard mode so Nick didn't have to play for a couple hours just to test. It happens with any weapon that adjusts relevant combat associated stats, so it still shouldn't be hard to confirm. Damage per blow information was clearly working properly before some of the recent changes to this mechanic, but is now clearly not. Weapon comparison is now quite tedious. In-pack and on-ground information cannot be trusted.

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  • PowerWyrm
    replied
    Originally posted by Ingwe Ingweron
    An easy test: Use wizard to generate a @ with Sting and with a regular extra attacks weapon. Wield one and compare the other in the pack. The in-pack weapon damage shown is erroneously benefiting from stat improvements of the wielded weapon. Or even comparing on the ground before picking up the weapon. This is a real pain in the butt. To accurately determine which weapon to wield, one must equip each weapon, as the in-pack or on-ground information is wrong.
    The problem here is that the wizard generator is bugged and you cannot trust it for anything it creates. I think it comes from the fact that the generator doesn't assign the known part correctly. Are you sure the same happens if you actually find Sting and an EA weapon?

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    An easy test: Use wizard to generate a @ with Sting and with a regular extra attacks weapon. Wield one and compare the other in the pack. The in-pack weapon damage shown is erroneously benefiting from stat improvements of the wielded weapon. Or even comparing on the ground before picking up the weapon. This is a real pain in the butt. To accurately determine which weapon to wield, one must equip each weapon, as the in-pack or on-ground information is wrong.
    It was Sky's trap thing that I couldn't reproduce. The only reason I haven't reproduced the weapon description thing is that I haven't tried yet

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    I can't reproduce this, and I can't see anything in the code that would make it happen.



    This whole piece of code has been causing issues for some time - the first problem was that it behaved badly when player stats were drained, and subsequent "fixes" have kept introducing new problems. I will file this as a bug.
    An easy test: Use wizard to generate a @ with Sting and with a regular extra attacks weapon. Wield one and compare the other in the pack. The in-pack weapon damage shown is erroneously benefiting from stat improvements of the wielded weapon. Or even comparing on the ground before picking up the weapon. This is a real pain in the butt. To accurately determine which weapon to wield, one must equip each weapon, as the in-pack or on-ground information is wrong.
    Last edited by Ingwe Ingweron; January 7, 2018, 17:40.

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  • Nick
    replied
    Originally posted by Sky
    traps do not give XP until @ is down to DL5. however, if you reach DL5 AND THEN go back, all traps will give XP, even on DL1.
    I can't reproduce this, and I can't see anything in the code that would make it happen.

    Originally posted by Ingwe Ingweron
    Yes, fully identified. I swear it's a bug, but maybe I'm wrong. However, the blow/damage information is different depending on wielding versus in the pack. It didn't used to be this way. I'm wondering if the bug was introduced in the December 9, 2017 commit or earlier?
    This whole piece of code has been causing issues for some time - the first problem was that it behaved badly when player stats were drained, and subsequent "fixes" have kept introducing new problems. I will file this as a bug.

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  • Thraalbee
    replied
    Yea, deleted my post after some more testing.

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