Bugs and issues in 4.1.2

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  • geoff_tewierik
    Adept
    • Mar 2009
    • 140

    Originally posted by Ingwe Ingweron
    When looking at a monster (or targeting a monster) you can see some of the status effects @ has caused against such monster, e.g., "You see Draugluin, Sire of All Werewolves (wounded, confused, stunned), 1S, 1W."

    Will you add "slowed" to that list of effects that can be discerned by looking? It would be nice to know if the status effect has worn off. Yes, it is given once in the messages, if you happen to be in line of sight or have ESP of the monster, but so are the others. Easy to miss as it flashes by.
    Doesn't slowed show up in the colour of its hitpoints bar like stunned does?

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      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.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • Moving Pictures
        Adept
        • Mar 2018
        • 191

        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?

        Comment

        • Moving Pictures
          Adept
          • Mar 2018
          • 191

          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.

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            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.
            "i can take this dracolich"

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              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?

              Comment

              • Sky
                Veteran
                • Oct 2016
                • 2321

                it's funny because i remember their tile to be moving mobs.
                "i can take this dracolich"

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9638

                  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.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Moving Pictures
                    Adept
                    • Mar 2018
                    • 191

                    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.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9638

                      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
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Voovus
                        Adept
                        • Feb 2018
                        • 158

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

                        Comment

                        • Sky
                          Veteran
                          • Oct 2016
                          • 2321

                          yup, it's deliberate, and useful.
                          "i can take this dracolich"

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            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?
                            PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                            Comment

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              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?
                              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                              Comment

                              • geoff_tewierik
                                Adept
                                • Mar 2009
                                • 140

                                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

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