Bugs and issues in 4.1.2

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  • Derakon
    replied
    At level 50 with decent CON you may be regenerating more damage than it deals, leading to apparently no damage taken. Fire vortices don't have much health, thus weak breath weapons.

    This is similar to how high-level mages can cast Magic Missile "for free" because they recover more than 1SP per turn.

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  • Ingwe Ingweron
    replied
    Originally posted by PowerWyrm
    The code "wields" the weapon to display its stats, so it shouldn't matter. Is the weapon fully identified?
    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?

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  • PowerWyrm
    replied
    Originally posted by Gwarl
    What if the weapon itself provides stat bonuses? Or is examined while wielding another weapon with stat bonuses?
    The code "wields" the weapon to display its stats, so it shouldn't matter. Is the weapon fully identified?

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  • Gwarl
    replied
    Originally posted by Ingwe Ingweron
    There is something slightly off in the damage calculations shown for weapons. The damage per blow amounts shown can change depending on whether viewed while @ has equipped the weapon, or whether viewed while in @'s pack. It used to be that the damage information shown was identical whether equipped or in pack, because any stat modifications, etc., from the weapon were taken into account as if equipped. Somehow, this nuance got lost in some of the coding changes for 4.1.2.
    What if the weapon itself provides stat bonuses? Or is examined while wielding another weapon with stat bonuses?

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  • Sky
    replied
    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.

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  • Ingwe Ingweron
    replied
    There is something slightly off in the damage calculations shown for weapons. The damage per blow amounts shown can change depending on whether viewed while @ has equipped the weapon, or whether viewed while in @'s pack. It used to be that the damage information shown was identical whether equipped or in pack, because any stat modifications, etc., from the weapon were taken into account as if equipped. Somehow, this nuance got lost in some of the coding changes for 4.1.2.

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  • Tibarius
    replied
    artefacts lost on level

    Shouldn't it be that way that if you enter a level and have the option to loose artifacts if you leave the level ON, that you notice the artefact with entering the level ? I lost about 20 artefacts without even noticing ... *wonder*

    edit: I am rather sure now that i lost artifacts without noticing them at entering levels ... i watched for the pink $ sign and i missed some without the $ showing up.
    Last edited by Tibarius; December 26, 2017, 23:17.

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  • Ingwe Ingweron
    replied
    Originally posted by luneya
    It depends on what you know. If there's a chance of the unknown being CSW or CCW, I'd take it; those are much more common than salt water. If you've already seen those two, then it's not worth the risk of quaffing the unknown unless you've also identified the salt water previously. (Perhaps that's how you got into the starvation mess in the first place.)
    Of course, that unknown potion could also be !poison, but, yeah, if you're moments from @ death, with no time to recall or get up stairs, then quaff away and hope for the best.

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  • luneya
    replied
    Originally posted by PowerWyrm
    I wouldn't recommend that when starving, as there's a better chance to get Salt Water than anything nourishing... worsening the problem.
    It depends on what you know. If there's a chance of the unknown being CSW or CCW, I'd take it; those are much more common than salt water. If you've already seen those two, then it's not worth the risk of quaffing the unknown unless you've also identified the salt water previously. (Perhaps that's how you got into the starvation mess in the first place.)

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  • PowerWyrm
    replied
    Originally posted by luneya
    Also try unid'd potions, which might turn out to be juice or additional curing.
    I wouldn't recommend that when starving, as there's a better chance to get Salt Water than anything nourishing... worsening the problem.

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  • A Magical Lamp
    replied
    Originally posted by Grotug
    Wormtongue just stole all my coins (3400) and he was fleeing in fear and I had nothing to finish him off with given I only have melee attack. Now he is almost at full health, I'm out of food and fainting and my !CLWs are useless in staving off starvation.
    Wormtongue can cast heal, he'll drop all your coins when he dies though so just treat him as a temporary bank.

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  • luneya
    replied
    Originally posted by Grotug
    75 turns my left foot! 5 turns, maybe.

    You're paralyzed! You are faint from hunger.
    You feel very good, you have 3 !CLW. You're paralyzed! You are faint from hunger.

    Hey, wait a minute. I just quaffed a potion of CLW, and it says it feeds me for 75 turns, why am I immediately paralyzed again?

    Wormtongue just stole all my coins (3400) and he was fleeing in fear and I had nothing to finish him off with given I only have melee attack. Now he is almost at full health, I'm out of food and fainting and my !CLWs are useless in staving off starvation.
    If you haven't seen scrolls of satisfy hunger and have unid'd scrolls, try reading them; maybe you'll get lucky. Also try unid'd potions, which might turn out to be juice or additional curing. If those don't help and you have recall, use it immediately, quaffing your CLW while waiting. Then kill some townsfolk for their single-digit gold drops, and buy food in the general store. Once you're no longer hungry, go farm DL 1 for replacement curing potions or cash to buy same, as you don't want to return to depths with anything dangerous while out of healing.

    If you don't have recall, you're probably dead. And as Nick said, there's no bug here, just pilot error. Never let a character get below hunger level "weak." If you're not carrying food and can't cast satisfy hunger, then start looking for food on the dungeon floor as soon as you hit "hungry," and if you hit "weak," recall immediately to go buy it.
    Last edited by luneya; December 24, 2017, 03:22.

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  • Nick
    replied
    Originally posted by Grotug
    75 turns my left foot! 5 turns, maybe.

    You're paralyzed! You are faint from hunger.
    You feel very good, you have 3 !CLW. You're paralyzed! You are faint from hunger.

    Hey, wait a minute. I just quaffed a potion of CLW, and it says it feeds me for 75 turns, why am I immediately paralyzed again?
    Once you're at fainting status (less than 250 turns of nourishment before you die, shows Faint at the bottom of screen) you have a random chance of fainting. So I imagine your !CLW didn't take you above the 250-turn limit, and you got a bad roll on the fainting. The solution is not to get to fainting status

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  • Grotug
    replied
    75 turns my left foot! 5 turns, maybe.

    You're paralyzed! You are faint from hunger.
    You feel very good, you have 3 !CLW. You're paralyzed! You are faint from hunger.

    Hey, wait a minute. I just quaffed a potion of CLW, and it says it feeds me for 75 turns, why am I immediately paralyzed again?

    Wormtongue just stole all my coins (3400) and he was fleeing in fear and I had nothing to finish him off with given I only have melee attack. Now he is almost at full health, I'm out of food and fainting and my !CLWs are useless in staving off starvation.
    Last edited by Grotug; December 23, 2017, 22:40.

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  • Derakon
    replied
    Artifacts that activate for unaimed effects, like light or heal or teleport or whatever, should not be "aimed", they should be "activated". Only artifacts that, when activated, prompt the user for a direction or target should be "aimed".

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