Bugs and issues in 4.1.2

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  • Derakon
    replied
    Originally posted by Nick
    The amount of lava damage is random (100 + 1d100), and you get the prompt if you are going to do more than 1/3 your current HP in damage. So if you have 300-600 HP, you will sometimes get a message and sometimes not.
    This feels weird to me. What would be wrong with just always prompting?

    Leave a comment:


  • Nick
    replied
    Originally posted by Anarchic Fox
    I came across a couple minor issues in a recent playthrough. First, if you're using the automatic walk command (period) and you reach a lava square, the main display will be a partially updated mess while the game prompts you whether you want to step onto the square. Second, Sauron and Morgoth give a message something like "You feel an intense desire to kill this monster" in their monster memory. There's a space missing between the previous sentence ("You know everything about this monster.") and that one.
    Thanks, will check.

    Leave a comment:


  • Nick
    replied
    Originally posted by Grelko
    Do quivers auto stack the max of 40, if you have enough arrows?

    My inventory shows 40 and 17, but my quivers show 31 and 26.

    31 Arrows (1d4) (+10, +5)
    26 Seeker Arrows (4d4) (+4, +6)
    Every 40 missiles you carry takes an inventory slot, so the 40 and 17 are just showing you that you have 57 total. You could have those 57 split across six quiver slots, and the inventory listing would still look the same - it's just there to show you if you're close to running out of room in your inventory. You need to look at the quiver to get actual quiver slot info.

    Originally posted by Grelko
    If I'm walking towards lava in town using the number pad, sometimes it'll let me walk right into it, without getting the y/n message. As far as I could figure out, it seems as if I walk a space or two away, then try to walk back through it, I can. Especially if I walk towards it from an angle.

    Could it be possible that using the number pad, is somehow bypassing the message? I don't use any hotkeys.
    The amount of lava damage is random (100 + 1d100), and you get the prompt if you are going to do more than 1/3 your current HP in damage. So if you have 300-600 HP, you will sometimes get a message and sometimes not.

    Leave a comment:


  • Grelko
    replied
    Do quivers auto stack the max of 40, if you have enough arrows?

    My inventory shows 40 and 17, but my quivers show 31 and 26.

    31 Arrows (1d4) (+10, +5)
    26 Seeker Arrows (4d4) (+4, +6)

    -------------------------
    Also,

    If I'm walking towards lava in town using the number pad, sometimes it'll let me walk right into it, without getting the y/n message. As far as I could figure out, it seems as if I walk a space or two away, then try to walk back through it, I can. Especially if I walk towards it from an angle.

    Could it be possible that using the number pad, is somehow bypassing the message? I don't use any hotkeys.

    Leave a comment:


  • Anarchic Fox
    replied
    I came across a couple minor issues in a recent playthrough. First, if you're using the automatic walk command (period) and you reach a lava square, the main display will be a partially updated mess while the game prompts you whether you want to step onto the square. Second, Sauron and Morgoth give a message something like "You feel an intense desire to kill this monster" in their monster memory. There's a space missing between the previous sentence ("You know everything about this monster.") and that one.

    Leave a comment:


  • Huqhox
    replied
    Originally posted by Estie
    the Wooden Torch of Ginoron <+6, +3>
    ------------------------------------
    +6 dexterity.
    +3 searching skill.
    Provides resistance to light.
    Cannot be harmed by fire.
    Radius 1 light. Cannot be refueled.


    Min Level 22, Max Level 49, Generation chance 8, Power 82, 2.2 lbs
    Random light of power 82.

    This is the best lightsource of this randart set, and has a maximum level of 49 (!).

    Nick, I get that you really had to remove the Palantir from the randart set, proceed to nerf even the remaining lights and leave only crumbly torches, but can I please at least be allowed to find those remaining crumbs ?
    Same in my current game - 2 torches, 2 lanterns (build 4.1.2-17-g17fe904) (and I've not found a single one despite being on DL 62 - but that might just be the RNG up to its usual tricks). Still running on a standard lantern and oil

    Edit: Tested on the latest and it's either fixed or the RNG was feeling particularly vindictive last time
    Last edited by Huqhox; January 18, 2018, 12:13.

    Leave a comment:


  • Grelko
    replied
    Originally posted by PowerWyrm
    Not a bug. Disable traps is supposed to be temporary (and it's very short duration too).
    Ahh, that explains it. Thank you very much.

    I normally try to disable them with "D". Never really used the spell that often.

    Leave a comment:


  • Sky
    replied
    if you are playing angband-4.1.2-38-g4920786, can you check your known scrolls list and see if there is *remove curse* ? i've CL48 and DL98, just cleared my 4th greater vault, but still have not seen a single one.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Grelko
    After all these years, I finally became a member. I've been playing this since the mid 90s. I still use @ as my character.

    I think I found a bug with trap doors.

    Angband 4.1.2
    Windows Xp 32bit
    Half-elf Ranger lv 13

    Down on lvl 5, I found a trap door. I used the spell "disable traps, destroy doors"

    The trap disappears and it says that it was disabled. I didn't move, but instead used R+& to rest as needed to gain mana, and the trap came back. I tried this a couple times and the same thing happens.

    If I use the spell and disable the trap, it's gone like it should be and I can walk through the space, but if I rest, it comes back. This might happen with other traps but I haven't checked yet.

    I thought it might have been a glitch on the screen, so I walked towards it, and fell down a level, since the trap was still there.

    Is anyone able to reproduce this?
    Not a bug. Disable traps is supposed to be temporary (and it's very short duration too).

    Leave a comment:


  • Grelko
    replied
    Trap door bug

    After all these years, I finally became a member. I've been playing this since the mid 90s. I still use @ as my character.

    I think I found a bug with trap doors.

    Angband 4.1.2
    Windows Xp 32bit
    Half-elf Ranger lv 13

    Down on lvl 5, I found a trap door. I used the spell "disable traps, destroy doors"

    The trap disappears and it says that it was disabled. I didn't move, but instead used R+& to rest as needed to gain mana, and the trap came back. I tried this a couple times and the same thing happens.

    If I use the spell and disable the trap, it's gone like it should be and I can walk through the space, but if I rest, it comes back. This might happen with other traps but I haven't checked yet.

    I thought it might have been a glitch on the screen, so I walked towards it, and fell down a level, since the trap was still there.

    Is anyone able to reproduce this?

    Leave a comment:


  • Estie
    replied
    the Wooden Torch of Ginoron <+6, +3>
    ------------------------------------
    +6 dexterity.
    +3 searching skill.
    Provides resistance to light.
    Cannot be harmed by fire.
    Radius 1 light. Cannot be refueled.


    Min Level 22, Max Level 49, Generation chance 8, Power 82, 2.2 lbs
    Random light of power 82.

    This is the best lightsource of this randart set, and has a maximum level of 49 (!).

    Nick, I get that you really had to remove the Palantir from the randart set, proceed to nerf even the remaining lights and leave only crumbly torches, but can I please at least be allowed to find those remaining crumbs ?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Grotug
    The tedium of having to wait till I am all done sifting through and taking the good loot in a vault before reading any unknown scrolls or trying unknown staves is really tedious, especially when there are tons of object destroying creatures in the vault.
    My feeling is to say, "tough". You roll the dice, you take your chances.

    I don't read un-id scrolls off-stairs unless (1) @ has found ?Aggravate, ?Teleportation, ?Teleport Level, ?Destruction, ?Summon Monster; ?Summon Undead already; (2) It's an emergency and @ is going to die anyway, so maybe I'll get lucky; or (3) I feel @ is powerful enough and I think I can deal with any potential consequences.

    Leave a comment:


  • Grotug
    replied
    Un ID'd scrolls in vaults are a nightmare

    EDIT: I love all the work being done on Angband. I enjoy the game now more than the 3.4.1 days when I last played it too much. I love all the new room types; and I really like the explosion trap, although it rarely happens; it's one of the few traps that really feels like something really happened. I love most things that are being done to the game, so I apologize if the following rant is a fair bit whining.

    The tedium of having to wait till I am all done sifting through and taking the good loot in a vault before reading any unknown scrolls or trying unknown staves is really tedious, especially when there are tons of object destroying creatures in the vault.

    "Oh, **** it, I'll just read the stupid scroll, I've already read ?*destruction* and ?DD so what are the chances it's something that will make me loose any loot?"

    ~You sink through the floor.~

    Of course, of course, of course, of course, of course, it's *always* something like this! Bye bye helm of speed <+8> and WIS <+2>, bye bye my main weapon, because I accidentally dropped it picking up another one. Bye Bye gloves of Lightning immunity. And bye bye that whole other vault I haven't even gotten to yet.

    Now you can say, "there'll be more vaults farther down", but this was one of those *really* annoying gallery shooting vaults, and I entered it with around 450HP on DL75, so it's no small miracle I survived it.

    Anyway, this happens *all the time*. For some reason, vaults love to have for the first time, *destructions, Telelevel, deep descent, and any other effects I can't think of that cause one to lose the loot in the vault. I suppose I could exercise self-control over reading the scrolls, and always do ever since this kinda thing started happening regularly, but in this particular instance right before I decided to read ?telelevel, a black dragon melted a scroll of Acquirement, so you know, better read it before it gets melted and I decided odds are still small it's something I haven't thought of (I thought I had already read Telelevel, but I guess I confused it with another game).

    I like the idea of being forced to try potions/scrolls/staves etc in theory, but in practice it has been quite annoying, because it often means I don't get to read ?Banishment, ?MBanishment in vaults before they get destroyed because I'm so worried about reading ?Telelevel or ?*Destruction from so much experience of reading those in vaults. Or, if they survive my exploration of the vault, there are multiple unknown scrolls and I always read ?Telelevel first! It's just amazing to me.

    There's also a fair bit of logic gaps in the current system: you read ?Monster Confusion and you always ID it, even if no monsters are nearby, but you use a staff of Confusion and it only IDs if monsters are nearby. (??)

    What's wrong with the old system where you could ID these things without risking leaving important things behind so you can pick up an unID'd wand and then run around looking for a monster to hopefully TO with the unknown wand? Now that ID staves are gone and ID scrolls are quite rare, what's the harm in allowing people to use precious scrolls of ID on other scrolls, potions, staves and wands?

    Oh, and then there was the game recently where relatively deep (DL30s or so I believe) I tried an unID'd wand on a somewhat dangerous monster because by that depth I was thinking it will be something that does damage, but instead it hasted the monster, which ended up causing me to die (I usually find haste monster between DL3 and DL8).

    FWIW (and probably not much) this is not the first rant I wrote on this topic. The first one I wrote I didn't post, deciding it was far too loaded with vitriol and so I exercised some self control and decided I'll wait a little longer to see if this sort of thing continues to happen and continues to annoy me before posting about it. Well, it has continues to happen and continues to annoy me.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    There are still issues with room of chambers after fixing the above... When you highlight inner and outer walls, there are normal isolated walls remaining inside the layout... and some isolated floor tiles around them (with outer walls around those floors and walls). This feels wrong.
    Hmm in fact it can happen easily if there's enough space between the rooms:

    Code:
      #########
      #.......#
      #.......#
    ###+#####+###
    #...#   #...#
    #...#   #...#
    #...#   #...#
    ##+##########
     #.........#
     #.........#
     ###########
    The middle here is turned into outer walls:

    Code:
     #########
      #.......#
      #.......#
    ###+%%%%%+###
    #...%   %...#
    #...%   %...#
    #...%   %...#
    ##+#%%%%%####
     #.........#
     #.........#
     ###########
    Which later on is a perfect place to pierce with a tunnel...

    Code:
      #########
      #.......#
      #.......#
    ###+#####+###
    #...#####...#
    #...........#
    #...#####...#
    ##+##########
     #.........#
     #.........#
     ###########
    This generates unprotected floor tiles where stairs can be placed.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    I will try to get back to it before too long. Should be easy now PowerWyrm has done all the work for me
    My new nicknames for the two of you - Code Master and Code Guru.

    Leave a comment:

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