Bugs and issues in 4.1.2

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

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

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      Originally posted by Voovus
      Summoning (scroll/staff) now appears to always bring up out of depth uniques. Is that deliberate? These chaps have a tendency to instakill...
      A bug. Commit 9c5b10b, mon-summon.c, summon_specific_okay():

      Code:
      /* A valid base and no match means disallowed */
      	while (bases) {
      		if (race->base == bases->base) [B]return true[/B];
      		if (bases->next == NULL) return false;
      		bases = bases->next;
      	}
      should probably be:

      Code:
      /* A valid base and no match means disallowed */
      	while (bases) {
      		if (race->base == bases->base) [B]break[/B];
      		if (bases->next == NULL) return false;
      		bases = bases->next;
      	}
      to keep the old behavior.
      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

      • Anthon
        Rookie
        • Dec 2015
        • 5

        Exploitable bug ignoring non-ID items

        If you know many (or all) of the available items from previous runs, you can identify single items by toggling the ignore status of a all items of a particular type via the "item ignoring setup" (= in rogue mode), then select ignore item (^D in rogue mode), select the un-ID item. In its ignore options the b) option will toggle from "b) All" to "b) Unignore all".

        The above assumes you did not ignore the unidentified flavor. What b) should always indicate for non-ID-ed items is the ignore status of the flavor.

        Details on how this can be exploited:

        If you don't want to go through toggling (e.g.) each potion to see what your unidentified flavor matches with, you can just set to ignore anything you don't want to drink up front. Then do not try anything you have not identified, until you checked if you can unignore it (then don't) or not (feel free to try).

        Practical example: As a mage I don't ever want to drink PoContemplation. So I would normally buy it when available and then discard (or sell depending on the birth settings). With the exploit, I just set to ignore PoContemplation before ever encountering it. Once I stumble on an un-identified potion, I initiate the ignore-an-item sequence to see if option b) is unignore or not. If it is un-ignore, don't drink it.

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          Originally posted by PowerWyrm
          A bug. Commit 9c5b10b, mon-summon.c, summon_specific_okay()
          In fact that's a totally unrelated bug. It just allows WRAITH to summon any W, not just unique Ws (Ringwraiths).
          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

          • Sky
            Veteran
            • Oct 2016
            • 2321

            noo .. don't take away my summons!
            "i can take this dracolich"

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              Originally posted by Voovus
              Summoning (scroll/staff) now appears to always bring up out of depth uniques. Is that deliberate? These chaps have a tendency to instakill...
              Ok I think this comes from the fact that the summon parser has all entries reverted so S_ANY is in fact S_UNIQUE (although scroll of summon undead seems to work fine). Or just off by one. Or using an empty entry zero.

              I have implemented the latest changes in PWMAngband while keeping the parsing function similar to others and I don't have this problem.
              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

              • Ighalli
                Scout
                • Oct 2017
                • 32

                I'm playing a randart game for the competition, and I found an amulet with this power:

                When activated, it restores 4d8 hit points and neutralizes poison.

                I've seen it heal 2 hp and 0 hp on activations since I was watching closely.

                I found it in the artifacts.txt:


                namef Bereth
                base-object:amulet:Pendant
                graphics:"ark
                info:20:3:28000
                alloc:19:29 to 79
                power:0:0d0:2:7:0
                flags:FEATHER
                values:WIS[3]
                values:RES_ACID[1] | RES_FIRE[1] | RES_COLD[1] | RES_CHAOS[1]
                act:FOOD_WAYBREAD
                time:32+1d4
                desc:Random amulet of power 133


                Waybread seems like it should heal 4d8, according to activation.txt:


                name:FOOD_WAYBREAD
                aim:0
                power:4
                effect:NOURISH
                dice:7500
                effect:CURE:POISONED
                effect:HEAL_HP
                dice:4d8
                desc:restores 4d8 hit points and neutralizes poison


                If this thing really activates for waybread, it should probably also mention that it nourishes you. Not sure why the healing isn't working as advertised though.

                Comment

                • luneya
                  Swordsman
                  • Aug 2015
                  • 279

                  Originally posted by Ighalli
                  I'm playing a randart game for the competition, and I found an amulet with this power:

                  When activated, it restores 4d8 hit points and neutralizes poison.

                  I've seen it heal 2 hp and 0 hp on activations since I was watching closely.

                  I found it in the artifacts.txt:


                  namef Bereth
                  base-object:amulet:Pendant
                  graphics:"ark
                  info:20:3:28000
                  alloc:19:29 to 79
                  power:0:0d0:2:7:0
                  flags:FEATHER
                  values:WIS[3]
                  values:RES_ACID[1] | RES_FIRE[1] | RES_COLD[1] | RES_CHAOS[1]
                  act:FOOD_WAYBREAD
                  time:32+1d4
                  desc:Random amulet of power 133


                  Waybread seems like it should heal 4d8, according to activation.txt:


                  name:FOOD_WAYBREAD
                  aim:0
                  power:4
                  effect:NOURISH
                  dice:7500
                  effect:CURE:POISONED
                  effect:HEAL_HP
                  dice:4d8
                  desc:restores 4d8 hit points and neutralizes poison


                  If this thing really activates for waybread, it should probably also mention that it nourishes you. Not sure why the healing isn't working as advertised though.
                  Is the competition on one of the older versions? There was a bug for a while where waybread's heal didn't work. I think that was fixed several versions ago; at least, waybread works for me in 4.1.2.

                  If not, I'm guessing that the randart somehow pulled in whatever the waybread code was before the bugfix. Which would be a bug in randart generation that needs fixing.

                  Comment

                  • Ighalli
                    Scout
                    • Oct 2017
                    • 32

                    Originally posted by luneya
                    Is the competition on one of the older versions? There was a bug for a while where waybread's heal didn't work. I think that was fixed several versions ago; at least, waybread works for me in 4.1.2.

                    If not, I'm guessing that the randart somehow pulled in whatever the waybread code was before the bugfix. Which would be a bug in randart generation that needs fixing.
                    It's the competition code, but it has all the commits that master does, so there must be a regression in the magic branch. Or a problem when I compile it.

                    Comment

                    • Sphara
                      Knight
                      • Oct 2016
                      • 504

                      I don't know if this is a bug even an issue to report.
                      Nevertheless, playing 4.1.2 on angband.live, I found an artifact that has no powers or abilities whatsoever.
                      Well, its indestructible. Guess that counts as a power


                      the Trident of Imlas (1d10) (+5,+12)
                      Dropped by Sangahyando of Umbar at 1250 feet (level 25)

                      Cannot be harmed by acid, fire.

                      Combat info:
                      2.0 blows/round.
                      With +2 STR and +0 DEX you would get 2.3 blows
                      With +0 STR and +2 DEX you would get 2.3 blows
                      Average damage/round: 40.

                      Clears rubble in 13 turns, magma veins in 80 turns, and doesn't affect quartz veins.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        That can happen with very weak artifacts (e.g. Elvagil or one of the Paur* gauntlets) if the randart rolls low on its power variance (so even weaker than the standart) and then spends its power on to-hit/dam instead of abilities.

                        The Glaive of Pain is a standart that doesn't have any powers, but nobody complains because it's actually useful.

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          Would you consider providing these two features?:

                          1. Showing the "slowed" status of a monster (c.f., color on monster health bar and stating the monster is "slowed" when “looking” at or “targeting” the monster (c.f., confusion and stunning)?

                          2. Separating alchemist gloves of slaying and power from regular slaying or power gloves for purposes of ignoring. Classes with CUMBER-GLOVE could then safely ignore those on penalized gloves without the risk of ignoring them on alchemist gloves which they could use without penalty.
                          “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

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2347

                            2.) should probably be done in line with great weapons and dragon armor by putting them in a special class ("splendid handwear" or so, including alchemist gloves and caesti).

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              Originally posted by Ingwe Ingweron
                              Would you consider providing these two features?:

                              1. Showing the "slowed" status of a monster (c.f., color on monster health bar and stating the monster is "slowed" when “looking” at or “targeting” the monster (c.f., confusion and stunning)?

                              2. Separating alchemist gloves of slaying and power from regular slaying or power gloves for purposes of ignoring. Classes with CUMBER-GLOVE could then safely ignore those on penalized gloves without the risk of ignoring them on alchemist gloves which they could use without penalty.
                              Yes to both; the first actually needs some work to make the whole thing a bit less ad hoc in the code, and the second probably along the lines that Estie is suggesting.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • geoff_tewierik
                                Adept
                                • Mar 2009
                                • 140

                                Nick, did the disconnected map I posted about earlier check out?

                                Comment

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