Bugs and issues in 4.1.2

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  • Nick
    replied
    Originally posted by PowerWyrm
    Sure... the new formula places zero traps between DL1 and 14, then at most 1 trap between DL15 and 29, then at most 2 traps after that. Too much reduction no?
    Good grief. I'll check that when I'm back to my dev machine on the weekend.

    Originally posted by geoff_tewierik
    Got a disconnected Map here in 4.1.2, first time I've seen it, only reason I know is because I hit a teleport trap and it sent me into the seperate section. Have used ?Mapping and _Mapping to confirm.

    Hopefully others can see the same and I'm not embarrassing myself...again.

    File attached.
    Thanks, will check this too.

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  • geoff_tewierik
    replied
    Got a disconnected Map here in 4.1.2, first time I've seen it, only reason I know is because I hit a teleport trap and it sent me into the seperate section. Have used ?Mapping and _Mapping to confirm.

    Hopefully others can see the same and I'm not embarrassing myself...again.

    File attached.
    Attached Files

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Nick
    [*]Big reduction in trap frequency
    Sure... the new formula places zero traps between DL1 and 14, then at most 1 trap between DL15 and 29, then at most 2 traps after that. Too much reduction no?

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Nick
    [*]Make rogue monsters drop ?Phase, and make stacks of ?Phase bigger
    Master rogues don't drop the scrolls. Is that an overlook or is it intended?

    Leave a comment:


  • Sky
    replied
    yup, it's deliberate, and useful.

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  • Voovus
    replied
    Summoning (scroll/staff) now appears to always bring up out of depth uniques. Is that deliberate? These chaps have a tendency to instakill...

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  • Nick
    replied
    New builds up on the nightlies page, with the main changes being:
    • Addition of the multiplicative speed display to monster lore (and some other bugfixes) by Ighalli
    • Summoning put in a data file, lib/gamedata/summon.txt

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  • Moving Pictures
    replied
    I know one dive could be anecdotal, but I'm thinking the taps on the phase door scrolls may have been opened *too* much. Half-orc warrior, DL 19, CL23. Started with 15 PD, now have 40 and walked past a good 15 left scattered around. I burned through at least a dozen in one mad scramble with Wormtongue, a gaggle of Lemures and some other critters that I can't recall.

    I did note that the first potion of heat resistance came into play within the last two levels, albeit partly rendered not interesting as a randart phial gave racid, rcold, rhead fairly early. (DL9).

    Other things seem well in line. It's possible that traps could be tweaked just a bit more. I await rocks thrown in my direction, but it almost seems like there are not enough, now? That said, not missing the proliferation of acid traps. Black dragon fly, black dragon and a jelly parked in a perfectly evil location combined to knock three points off a set of gauntlets of dex. Again, fair and reasonable. And a scroll of enchant armour allowed for one point of repair. (I see those gauntlets going to D30 or so, unless some gauntlets/caestus of strength/slaying come into play. Other than that, the armour isn't being turned into so much holes, as with the standard release, so again, more playable.

    Dungeon is forcing @ to juggle weapons, including launchers, which seems fair. This is the fourth version of yer basic half-orc warrior, and the others all died predictable deaths in the early going, so the game is still sufficiently nasty.

    Also going to comment on randarts. As I said elsewhere, in my brief experience (compensated by addictive devotion to regular play) I find the randart play presents some interesting challenges. Last standard game, I had to face the last stretch of the game with a hole in pfear and pblind OR surrender some hp and give up rnether (IIRC). Also,, I find that some of the really funky Immunities come with aggravation, so also a lovely conundrum.

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  • Nick
    replied
    Originally posted by Moving Pictures
    Working though first levels of the latest trap-reduced release.

    @ stumbled into an alarm trap, message "you have learned the rune of siren curse," but the trap itself is not displayed.
    Traps have a chance to be disarmed when they're set off; I'm guessing that's what happened.

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  • Sky
    replied
    it's funny because i remember their tile to be moving mobs.

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  • Derakon
    replied
    The mobile acidic j's are ochre jellies and acidic cytoplasms. And gelatinous cubes. And black oozes. And black puddings.

    ...do we really need spotted jellies to be mobile too?

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  • Sky
    replied
    aren't spotted jellies supposed to move? i'm pretty sure at some point they were one of the mobile ones, like the gelatinous cube. now they don't move anymore.

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  • Moving Pictures
    replied
    Glitch in latest release

    Working though first levels of the latest trap-reduced release.

    @ stumbled into an alarm trap, message "you have learned the rune of siren curse," but the trap itself is not displayed.

    Definitely more playable with the reduced traps, though.

    EDIT: remove query about "you are poisoned," because moron me, torch was cursed. Duh.
    Last edited by Moving Pictures; May 14, 2018, 16:45.

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  • Moving Pictures
    replied
    Requests

    Just installed the latest build, figured I'd join the bug-testing crew since I bitched about some of the things in 4.1.2.

    Going to do a flat test, half-orc fighter, dive but not forced, randarts on, flavours/runes off. Is there anything particular that I ought to look for in that configuration, re: issues and errors?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by geoff_tewierik
    Doesn't slowed show up in the colour of its hitpoints bar like stunned does?
    As far as I know, slowed does not. Confused is brown, stunned is blue (which overrides the brown if also confused (i.e., only one color shows), but slowed, no color association.

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