behavior of unknown runes leaked

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  • saarn
    Adept
    • Apr 2009
    • 112

    behavior of unknown runes leaked

    I killed a monster that dropped a rapier. Without any pseudo ID, just inspecting it, I see that it has an unknown rune. This is a little weird already-- either things with good runes should instantly id as superb or if you can tell it is unknown maybe "interesting", or the presence of runes should be revealed at the same time as pseudo kicks in.

    But what I think is definitely a bug is that I can tell this one is branded with electricity even though I don't know that rune.

    Under combat info, the average damage/round is 7.9 vs. normal creatures 10.4 vs creatures not resistant to electricity.

    I've seen a similar issue with weapons of digging which was even more messed up since in that case stone based monsters were shown as receiving equal damage as regular monsters.

    I haven't wielded the weapon at all, and I've seen the issue from just inspecting things on the ground that I haven't even picked up.


    I'm playing version g188e03d-dirty (about a week old)
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Yes, that is a bug - thank you. The combat info code was rewritten to cope with the new combat system (including percentile slays), and it doesn't yet check for whether you know about the slays/brands.

    Yes, the damage vs. stone monsters is a separate bug, to do with the VULN_ flags adding 100% to the damage modifier.

    I would say these will be fixed shortly, but that relies on Derakon losing momentum with Pyrel ;-)
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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    • saarn
      Adept
      • Apr 2009
      • 112

      #3
      and a weapon with +1 light radius that does no extra damage to creatures sensitive to light would be the same root issue as I saw with the weapon of digging?

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by saarn
        and a weapon with +1 light radius that does no extra damage to creatures sensitive to light would be the same root issue as I saw with the weapon of digging?
        Yes, precisely so. It is at least picking up that there is an effect on light-sensitive creatures, but it's not calculating the damage properly.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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