Bug: Trap Doors, Disarming, Levitation, and easy_disarm
With levitation and with easy_disarm off, walking into a trap door ignores it, and failing to disarm a trap door ignores it. Expected.
With levitation and with easy disarm on, walking into a trap door ignores it, and failing to disarm a trap door procs it.
EDIT: rhukath's the one who pointed out the bug, I just did a bit of poking and the report.
[Announce] FrogComposband 7.1.salmiak released
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Staves of genocide in particular have very high fail rates for most characters, so it's not unusual to see 100 consecutive failures before the staff is successfully used on attempt #101. By that point, most players will already be sitting on (or prepared to hit) the repeat key to initiate attempt #102...Leave a comment:
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x is unmaker and they can be numerous. you might die if low on hp so a confirm is niceLeave a comment:
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Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?Leave a comment:
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Bug: Necromancer Touch Spells and Fear
A necromancer's touch spells don't appear to be consistent with current fear code; as far as I can tell it looks like it (necromancer.c starting at line 14) still presumes old binary fear code (e.g. current V/FA2), where being afraid at all prevents you from doing the thing (melee, or in a Necromancer's case their touch spells which in a lot of ways count as melee) and also prevents you from wasting the turn due to fear getting in the way.Leave a comment:
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The Land of Oz
Visited Oz for the first time yesterday.
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You're a sick and twisted individual, rodent.Leave a comment:
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Vecna really needs 100% to drop his head.
That is such a good (apocryphal) story. Direct ancestor of Leeeeroy Jenkkns!Leave a comment:
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Bug/RFE: Necromancers and Vecnacrown
If I'm understanding how things work correctly, Vecnacrown can't drop for Necromancers. Ever.
It's a setchance drop from Vecna only, and for Necromancers Vecnahand takes priority in the statement.Leave a comment:
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One More Thing
Oh, one more thing about Animate Dead: while regular monsters running away might make sense, it doesn't for undead slaves!Leave a comment:
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Bugs/RFEs: Various Things
Bunch of various things; some arguably bugs, and some arguably not but also don't make sense if you stop to think about them.
- Necromancers two-handing something still counts for them having a "free hand" for touch attacks. Possibly applies for mummies too, etc.
- Similar problem with (at least) mummies; according to Bucephalus, they can wear a shield, hold the reins while riding, and still have a "free hand" for their gimmicks.
- Animate Dead, logically, reanimates corpses and skeletons . . . yet, detect spells treat the reanimated as living still. Not strictly a bug, but a logic problem with the current system.
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Had a player on the webserver wondering where their vFear was coming from, on a Craven character.
Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.Leave a comment:
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RFE: "Craven" clarification
Had a player on the webserver wondering where their vFear was coming from, on a Craven character.
Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.Leave a comment:
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