Bugs and issues in 4.1.2

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    I understand your point, and generally I agree. But for stuff that is purely UI type changes, you've often made the change to master and then added it to the feature branch. It's odd that this one UI change you made to feature branch only. In the interest of having a completed, definitive, 4.1 series completed, I hope you'd make an exception here and add the UI change.
    That is because this wasn't a purely UI change, but a side effect of some broader changes that I was making to timed effects. It would be possible to pull those changes out, apply those of them that do apply to master, and then adjust feature/magic, but it's a pain and I think my time (which is an increasingly limited resource, I am finding) is better spent elsewhere.

    Originally posted by Ingwe Ingweron
    Or is the major feature branch stuff going to be part of the 4.1 series? I always thought those major deviations weren't going to come in except as 4.2.
    Correct. I'm hoping for 4.1.3 to be the last 4.1 release.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    As for importing stuff from f/m to master - it's possible but kind of annoying, and I don't really want to go down that road. Stuff in that branch will come into master when the branch does
    I understand your point, and generally I agree. But for stuff that is purely UI type changes, you've often made the change to master and then added it to the feature branch. It's odd that this one UI change you made to feature branch only. In the interest of having a completed, definitive, 4.1 series completed, I hope you'd make an exception here and add the UI change.

    Or is the major feature branch stuff going to be part of the 4.1 series? I always thought those major deviations weren't going to come in except as 4.2.

    Leave a comment:


  • Nick
    replied
    Couldn't reproduce hitting a trap with 100% searching in master; may be in feature/magic. I did check that running works properly with traps.

    The teleportation description problem is definitely only feature/magic.

    As for importing stuff from f/m to master - it's possible but kind of annoying, and I don't really want to go down that road. Stuff in that branch will come into master when the branch does

    So I think the only remaining issues are here.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Marked monsters as slowed or hasted when you look at them as per Ingwe's request
    Thanks for this, Nick.

    I note that one of the related cool things you've done in the feature branch hasn't been imported to the Master - namely that when the @ is hasted there is an indication in the temporary status line at the bottom.

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  • kaypy
    replied
    Originally posted by Voovus
    Staff of Teleportation description says "teleports you randomly 0 grids".
    This may have already been reported (certainly some teleportation description were).
    More specifically, the mechanism that describes dice lacks an output for normal distribution (M##). Maybe something like (+)"~##"?

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  • Pete Mack
    replied
    Feature request: make jump '-' command ignore matching items on the ground.

    Edit: also: make recall spell lower level. It is just tedious to keep buying scrolls. CL 30 for ranger/rogue seems about right.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    I think this is pretty close to being releasable as 4.1.3. Any obvious issues left?
    Apart from the "running into traps despite 100% perception" issue reported by Pete Mack, it looks to me that it's pretty close to version lock.

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  • geoff_tewierik
    replied
    Glad I could finally help with something after playing since 2.4.frogknows.

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  • Pete Mack
    replied
    See above: running into traps with 100% perception.

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  • Nick
    replied
    New builds up on the nightlies page, changes are:
    • Summon runes no longer summon uniques (this was actually fixed in the previous build, but I didn't report it here)
    • I think I have fixed the bug which led to a disconnected level thanks to geoff_tewierik for reporting); I believe it was an issue with how some of the new interesting rooms were described in vault.txt
    • Trap frequency re-adjusted up for some level types (thanks PowerWyrm); note that for most levels this was not necessary, as most of the traps are placed as an alternative to placing a door
    • Made "summon ringwraiths" summon ringwraiths (thanks again PowerWyrm)
    • Marked monsters as slowed or hasted when you look at them as per Ingwe's request

    Thanks to olbib for providing a savefile for DEX not being restored on level up, but I couldn't reproduce that - I leveled the character up and DEX was restored.

    I think this is pretty close to being releasable as 4.1.3. Any obvious issues left?

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  • Pete Mack
    replied
    This may already be fixed (I am playing an older version.) But the plural of main gauche is not main gauches.

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  • Sky
    replied
    The temporary fix for the SP bug is to close the game and relaunch it.

    The "something" in the description is actually "someone". Or something, in case of non-person monsters.

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  • Voovus
    replied
    100% searching does not appear to be 100% effective. I had a character run into a trap. This might be a problem with running, rather than searching.

    If Word of Recall triggers while @ is running, @ sometimes automatically takes an extra step after being teleported to town. In my case, right into lava.

    Playing the new rogue, when reaching level 5 (first spell), @ appears to have no SP and not able to cast spells until either levelling up again or taking a stairs up/down. There's also some problem with trying to wear very heavy armour: I had SP removed when trying an Adamantite Plate Mail with a low level character, and it was not given back when the armour was removed. (Unfortunately I didn't keep a save file.)

    Staff of Teleportation description says "teleports you randomly 0 grids".
    This may have already been reported (certainly some teleportation description were).

    When an out-of-sight giant throws a boulder at @, the message is "you are hit by something sharp". I'd like to object to both "sharp" (boulder?) and to "something". For that matter, when @ is shot by an arrow, "something" is weird - can @ really not tell that they have this massive arrow sticking out?

    (These are all from playing the class/magic feature branch.)

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  • PowerWyrm
    replied
    Choosing "force descent" option still generates useless up staircases.

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  • Moving Pictures
    replied
    Originally posted by Nick
    Thanks for the reminder. It is indeed disconnected (it's a "moria" level, new in 4.1), and I've filed that as a bug.
    Related methinks: a section that I can't move out of without teleport/portal. Were this a fighter sans magic, we'd be starving to death.

    PS: doing forced decent, with recall; had portal/phase/recall as ways home. Section was next to another, but no connection.
    Attached Files
    Last edited by Moving Pictures; June 6, 2018, 01:22.

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