Bugs and issues in 4.1.2
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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.Leave a comment:
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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.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?Leave a comment:
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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?Leave a comment:
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me fool
Me fool ... i thought detect doors, detect doors!
Either rename spell to detect secret doors or please detect all doors, thanks!Leave a comment:
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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).Leave a comment:
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Door detection now only detects secret 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?Leave a comment:
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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?Leave a comment:
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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.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?Leave a comment:
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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?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.Leave a comment:
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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 yetAn 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.
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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.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.Last edited by Ingwe Ingweron; January 7, 2018, 18:40.Leave a comment:
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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.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?Leave a comment:
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