Unangband - some testing results

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  • Anne
    Adept
    • Feb 2008
    • 134

    #31
    I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it? Any specific information that would be helpful to you?

    Comment

    • Bandobras
      Knight
      • Apr 2007
      • 726

      #32
      Originally posted by Anne
      I just got lucky and found another Magical Bag of Supplies. Is there anything that you'd like me to try with it as I do some more testing on it?
      Well, generally have fun with it.

      There is one bag crash reported that I cannot reproduce. If you can get any crash with a bag, by some chance, any info would be very welcome. If you cannot, I may assume the bug is fixed (e.g. misreported from an older version).

      What is still unclear about the breeding/collapsing torches inside a bag is why the bug appears only in some cases. In particular, any sure way of reproducing it, with a savefile, would be very valuable.


      * Takkaria: the star was actually a wildcard. I don't remember the unused options, but I've done 'rgrep option_name src/' on every one of them and a few didn't show any hits outside of 'options.*' in V (but some of them appear in Un and the other way around ;-). Sorry for not writing them down, but that was the 10th long rgrep session that night and I'm still not done....
      Last edited by Bandobras; February 18, 2008, 13:34.

      Comment

      • Anne
        Adept
        • Feb 2008
        • 134

        #33
        So far, my current bag has only held flasks of oil and no problems there, so I'll switch to something else next. Have you heard of any problems with objects other than torches?

        And exactly what objects should the bag hold? I've carried a good variety of objects, but nothing other than torches, oil, and spikes seem to go into it so far. I'd like to test with everything it carries, if possible, to see how they each act.

        Comment

        • Arralen
          Swordsman
          • May 2007
          • 309

          #34
          Bag of Supplies
          It doesn't crash any more in stores etc. and generally seems to work fine .. but I only tested with oil, spikes and empty bottles. Haven't figured out how to use them, and threw away an empty phial (or something like that) instead of trying if it fits into the bag too, though.

          Cursed Ego Items
          It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
          - Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
          - Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .
          Last edited by Arralen; February 20, 2008, 21:22.
          No, I don't have a clue 'bout C, and I'm not starting my own variant.
          Never. Ever.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #35
            you can fill empty bottles from fountains. I can't remember how they work in UnAngband, but in ToME you can't tell what is in a fountain without (a) filling a bottle or (b) taking a potentially dangerous sip.

            Comment

            • Arralen
              Swordsman
              • May 2007
              • 309

              #36
              Yeah, I know, I always had fun with fountains in TOME/Theme and Adom .. but I dunno what to do with those empty bottles in UN. Speaking of ADOM .. another fun thing was to lure monsters onto traps ..

              Traps - work on monsters?
              Since when do traps work on monsters? Recently, I got:
              "You hit the Spectral warrior.
              You have destroyed the Spectral warrior.
              You have found a trap.
              The Fast Weir is dazed."
              I havn't moved after the kill, it was still the very same turn, and the Weir was standing on the gas trap when I discovered it - 2 squares away from me and right on the edge of the non-sensed area. I always thought that only player-set traps work on monsters in (Un)Angband ?!
              No, I don't have a clue 'bout C, and I'm not starting my own variant.
              Never. Ever.

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #37
                Originally posted by Anne
                And exactly what objects should the bag hold?
                What you said plus all kinds of useful containers, such as Bottles and Flasks, all kinds of ropes and then some. However, only the torches are treated specially, because only they have charges and they are remembered using a hack of some obscure kind. So I'd say, with torches you have the best chance of another free 100gp.

                Originally posted by Arralen
                Bag of Supplies
                It doesn't crash any more in stores etc. and generally seems to work fine
                I'm glad...

                =Arralen;5669 Haven't figured out how to use them
                As Pete says, you can 'F'ill them from fountains, but also from potions and probably other things. No clue how much good it does to you, nor if all fountains are identified (some are).

                Originally posted by Arralen
                It said "You see a Morning Star of Charisma (2d6)" when I found it lying on the floor - no more pseudo-ID occured (still that dwarven bard ..). A ?oGaugeMagic turned it into a "Morning Star of Charisma (2d6) (-5,-3) (-38) {cursed}" ..
                - Why was I able to see the "of Charisma" at all? Because I already IDed some "Leather Sandals of Charisma" ?
                - Why didn't I get any warning 'bout the negative modifiers or the curse, respectivly, from pseudo-ID? With other items, I've got "(+0,+0)" or "unusual" or something like that ... .
                Yeah, pseudo-ID needs a big overhaul in 0.6.3. It started very smart and subtle and then was extended absent-mindedly to cope with new features. There is already the feature/bug that you don't see pvals in shops and perhaps also on the floor --- have you tried looking at the weapon in hand before it was identified? I've appended your report to the bug; not sure how much will be ever fixed in the 0.6.2 line, but at least in beta2 you shouldn't see (-38) pvals so often.

                Originally posted by Arralen
                I always thought that only player-set traps work on monsters in (Un)Angband ?!
                I did, too, though I've not seen the code. But you know, Un has 4th generation AI, so who knows what brews under the hood...

                * Takkaria: you can now diff your options.c and ours options.c and a few of the options that are removed from your options[OPT_MAX] do nothing in V.

                Comment

                • Arralen
                  Swordsman
                  • May 2007
                  • 309

                  #38
                  Boots of Poison ?!?!
                  .. do "3x damage from poison" .. is that extra poison damage if I throw them at someone? Doesn't make that many sense to have that modifier on boots IMHO (Though I somehow think has been reported before ..)

                  Iron Helm (Glowing)
                  ?Gauging it revealed only [5,+7] and it stayed <unusual> .. IDing in the shop turned it into "Iron Helm (Glowing)", but Inspecting does not tell anything about what glowing does ? (didn't notice any change in light radius ..)
                  No, I don't have a clue 'bout C, and I'm not starting my own variant.
                  Never. Ever.

                  Comment

                  • Arralen
                    Swordsman
                    • May 2007
                    • 309

                    #39
                    Originally posted by Bandobras
                    -- have you tried looking at the weapon in hand before it was identified?
                    I Looked at it in the inventory, I think, but I didn't Wield it .. most likely the cursed flag would have made itself more obvious then

                    .. but at least in beta2 you shouldn't see (-38) pvals so often.
                    Really hope so, got another (-36) for a somthing of intelligence or something like that .. hit "k", *letter*, "enter" faster than I could memorize what is was, obviously.

                    Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some % chance ?!
                    No, I don't have a clue 'bout C, and I'm not starting my own variant.
                    Never. Ever.

                    Comment

                    • Bandobras
                      Knight
                      • Apr 2007
                      • 726

                      #40
                      Originally posted by Arralen
                      Boots of Poison ?!?!
                      .. do "3x damage from poison" .. is that extra poison damage if I throw them at someone?
                      Nice idea. Quite possibly they do. What does the description say?

                      Doesn't make that many sense to have that modifier on boots IMHO (Though I somehow think has been reported before ..)
                      The brand applies in weaponless combat. I guess every other blow you do with you legs, or something. I'm nor sure, but gloves may also act as a brand for your weapons (or was that rings?).

                      Iron Helm (Glowing)
                      ?Gauging it revealed only [5,+7] and it stayed <unusual>
                      Correct. Gauge only shows numbers.

                      IDing in the shop turned it into "Iron Helm (Glowing)", but Inspecting does not tell anything about what glowing does ?
                      That's a known bug, most obvious ego abilities are not reported until *ID*.

                      (didn't notice any change in light radius ..)
                      If you could verify this, please report the bug.

                      Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some &#37; chance ?!
                      Sounds fun, though flipping as in TOME quickly becomes just a little boring mini-game inside the main game. OTOH, would you carry cursed stuff with you just in case you find a shrine? Nope. Random ingredients stuffed at home until you find the right set and then use it at the best of dozens of cursed items you store, seems more like fun, but still not quite heroic for my tastes. Perhaps have a chance of filp proportional to XP worth of a monster each time you manage to hit with that weapon? Only if still cursed so that you don't end doing boring swaps?
                      Last edited by Bandobras; February 22, 2008, 22:56.

                      Comment

                      • Anne
                        Adept
                        • Feb 2008
                        • 134

                        #41
                        About that Bag of Supplies, it's been slow going, due to lack of time. For some reason, torches were all over the place -until- I found that bag, then not a one in a shop or in the dungeon for the longest time! Doesn't that just figure! But I did finally manage to find some in the dungeon tonight.

                        I haven't been able to test what happens when I try to sell or buy them in a shop yet, but I watched what happened as I collected them in the bag. Here again, I'm not sure what's supposed to be happening and what isn't, so I'll report it all anyway and let you see whether anything sounds odd to you.

                        In the bag, I had some flasks of oil and a spike, and these weren't affected by adding or removing the torches.

                        * picked up 2 torches, bag shows only 1 (2693 turns light)- seems to have added the two torches together
                        * picked up 1 torch with 1864 turns of light, bag now shows 1 torch with 4557 turns
                        * picked up 1 torch with 3380 turns of light, bag now shows 2 torches with 3969 turns
                        * picked up 1 torch with 1764 turns of light, bag now shows 2 torches with 4851 turns
                        * picked up 1 torch with 396 turns of light, bag now shows 3 torches with 3366 turns
                        * wielded 1 torch with 269 turns of light, bag now shows 2 torches with 3366 turns
                        * wielded 1 torch with 3366 turns of light, bag now shows 2 torches with 3365 turns
                        * wielded lantern, bag now shows 3 torches with 3365 turns

                        I should be able to get to a shop either tonight or tomorrow to test that end of it. Hopefully I'll be able to spot the wonkiness again and maybe a bit more information on it and a savefile.

                        Comment

                        • Anne
                          Adept
                          • Feb 2008
                          • 134

                          #42
                          Oops! Forgot the other little things I found.

                          Radiant Blow - "You must learn Radiant Blow or Call Light before studying this song." I'm assuming that first prerequisite is a mistake. lol

                          Rod of Haste Monsters - Description gives only throwing information, not using. Hmm, did I give you that one before? I may have to start keeping a better record of what I've already reported!

                          My character learned the CLW spell from a magic book, but the same spell in a prayer book is marked as unlearned. It may be coded that way purposely since they're from different schools of learning, but I wasn't sure.

                          Flask of Slime - description gives throwing info only.

                          Potion of Detonations - "When quaffed, it makes you bleed and stuns you and cures you of unnatural parasites and affects you." Not sure whether the 'affects you' part was meant to indicate another affect in addition to the rest or maybe it's just awkward wording.

                          Comment

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            #43
                            Originally posted by Anne
                            I should be able to get to a shop either tonight or tomorrow to test that end of it. Hopefully I'll be able to spot the wonkiness again and maybe a bit more information on it and a savefile.
                            This is pretty sane behavior. What happens when you have two torches with less than full charge is that one of them fills the other, giving an extra 5 charges. If the torches are (almost) full, it splits the charges, just like staffs and wands.

                            The only (very minor) bug I see is that the charges are getting added without the extra 5 turns from using one torch to fuel another.

                            Comment

                            • Anne
                              Adept
                              • Feb 2008
                              • 134

                              #44
                              That makes perfect sense to me.

                              I was lucky tonight - the shops were cooperating and had some torches to sell.

                              Buying and selling went fine up until I purchased 10 of them. That's where things went haywire.

                              * sold 1 torch, bag now shows 2 torches with 3354 turns of light, 19 oil, 2 spikes
                              * bought torch back (3365 turns), bag now shows 3 torches with 3365 turns
                              * bought 1 torch with 2500 turns, bag now shows 3 torches with 4198 turns
                              * bought another with 2500 turns, bag now shows 4 torches with 3774 turns
                              sold the spikes
                              * bought another torch (2500 turns), bag now shows 4 torches with 4399 turns
                              * sold all torches
                              * bought 1 torch (2500 turns), bag shows it correctly
                              * bought 3 torch (2500 turns), bag shows 2 torches with 5000 turns
                              * bought 10 torch (2500 turns), bag shows 251 torches with 6108 turns
                              * sold 51 torches (6108 turns), bag shows 1 torch with 4294967294 turns. I kid you not. Attaching the savefile.
                              Attached Files

                              Comment

                              • takkaria
                                Veteran
                                • Apr 2007
                                • 1951

                                #45
                                Originally posted by Bandobras
                                The first is already fixed (due to somebody's forum reports on similar issues), the second I'll fix before beta2, which will probably be out next weekend (the work with adopting V options turns out to be huge, though rewarding; BTW there are a couple of unused options in V options.*).
                                I see that you've mostly finished porting across that subsystem; I was wondering if you had any comments on them, or you came across any problems when porting that and the pickup system? (If you did, I'd rather hear about them by email than on the forum, if it's all the same to you. )
                                takkaria whispers something about options. -more-

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