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list of bugs and wishes
As a long time nethack, moria, angband etc. player (> 30 years), I recently picked up Angband again, and really enjoy the changes since last time I played (2 series).
Trying to contribute, I started collecting bugs and wishes, and here they are. version: vanilla Angband 4.1.2 / 4.1.3 System: desktop PC with Windows 10-64, AMD video card with resolution 1680x1050. Using Shockbolt tiles with 4x4 multiplier, no 'nice graphics', default terms, but added term 6 with map view. 01 - map view (in term6) often doesn't refresh correctly: you can see your own character in there a lot of times, and sometimes remains are left of beam/cone attacks. CTRL-R corrects the errors. Apparently erasing changes from the previous turn is imperfect. 02 - outdated dungeon.txt: * "Each level has at least one up staircase and at least two down staircases. There are no exceptions to this rule." Level 99, 100 and 127 are, I believe, exceptions. But several types of special map levels might not have 2 downstairs either. Notably a maze level always seems to have exactly 1 up and one down stairs. * The whole file also is based in the character interface, ignoring tiles. * It also contains a strange label: ".. |'D'isarm| replace:: 'D'\isarm" 03 - weapon damage calculation: if the blows per round is not a whole number, but say 3.8, you get 3 blows every round, never 4. But the calculation for the weapon view does count the fraction, resulting in too high dam/rnd values. 04 - with the Shockbolt tiles I still don't see any difference between passable and impassable rubble in 4.1.3. 05 - if there is a bunch of monsters, I am often in a corridor get only one attacking me, resting until the next one steps in. Their drops are piling gradually, and when there is more than one item under me, the screen gets redrawn every time because it displays the list of items under me. I wish there was at least one wait command key (of the '5', ',' and '.') that I can use to rest without picking up. 06 - why are elementals, esp. Pukelman resistant to all attacks except the one they are using themselves (acid)? That seems illogical. 07 - changing the font to a larger size does not increase the space a letter gets, so they get truncated 08 - resolve naming inconsistency wirh wands and rods by renaming staff of light to staff of illumination 09 - why does @m1 inscription work, but not @p1? 10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed - I assume most users use tiles by now anyway. 11 - Wish: change options permanently (e.g. I like show_damage) - e.g. save set like exporting autoinscribe. Every time I start a new character (I like playing several in parallel) it is off again. 12 - show_damage should not only show weapon damage, but also spell damage 13 - treasure balance seems off: too many weapons compared to armor pieces (you need 6 armor pieces compared to 1 weapon, so it would seem better if they occur 6x as often too, but they seem to have similar occurences currently). For artifacts my high level mage has found 25 weapons, 4 shooters, 28 armor and 4 miscellaneous (light, ring, amulet). 14 - There seems to be something off with the generation of elemental rings (fire, acid, cold and lightning). According to the generated spoiler (obj-desc.spo) from 4.1.2 they are level 50, but I seem to find them regularly from around level 20. That seems a bit overpowered, considering their protection similar to rings of protection but also offer a big amount of area damage regularly, AND temp. elemental resistance. 15 - Amulets of resistance are way too high level for their worth: since most artifact armors, shields, and even many ego armors, shields and cloaks offer the same elemental resistances, by the time you reach level 60 no one is ever going to need them. 10 levels later than resist acid en lightning, so 20, seems more appropriate. Or perhaps it should have 1 or 2 random extra resistances? 16 - in principle it is a good thing that slow digestion is powered up, but still there is so much food found in the dungeon, not to mention loads of satisfy hunger scrolls, that even a half-troll warrior is unlikely to sacrifice a ring or amulet slot for it. Perhaps the ring and amulet should have some minor extra power, like slow poison? 17 - spell failure chances seem higher than the spellbook mentions. I tested this with a 21st level mage with listed spell failure of 4% on detect monsters, with no negative effects present as far as I could see. I cast it in total 335 times in a row, and had 26 failures, which amounts to more than 7% - almost twice as much as listed. 18 - stores will not accept unidentified armor, not even for free. (I had a robe [2,+2] {??} that wasn't accepted until I happened to find out the rune in another way. It was resist fire.) I think they should, just like unidentified negative potions, scrolls, wands, etc. are bought. This is also contrary to the description in dungeon.txt. Weapons that are partially unknown and contain a curse are also unsellable. 19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use. Edit 2018-09-22: in message #14 is an updated version of this list. |
Hey, thanks for the feedback and bug reports! I've responded to a few of them below.
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Thanks for the quick reply.
A few remarks: 02 - I think the file should at least mention something the symbols are replaced with tiles if you use those. 03 - OK, thanks for the explanation. I have never noticed that with unmodified speed and 3.8 blows, I sometimes get an extra turn against other monsters with the same speed. 06 - sorry, you're right. I mixed it up since earth elementals have the same issue. Silent watchers are also only vulnerable to acid, but do not do acid attacks. I agree they should have at least one vulnerability; e.g. gelatinous cubes are a horror for mages. 10 - yes, if you show the monster level in the overviews, you can quickly find which to expect on the level you are at. Opening the full recall is rather cumbersome for that. 14 - I read the description in object.txt, and now assume that the spoiler lists the property: depth ('strength' of the item), and not the alloc min (dungeon) level. Perhaps this could be made clearer in the spoiler. (I would prefer to see the min dungeon level in the spoiler rather than a subjective strength.) Perhaps rings of protection could have higher armor increase then if they are underpowered, making them more balanced with the elemental rings. |
Talking about wishes - I have something which bothers me in the user interface.
I use the default layout, it's mostly fine for my needs. It would be nice if we had a maximize/restore button on the terminal windows. If one of them has too much information, i need to manually enlarge, then resize it again (usually not succeeding in positioning perfectly). Also sometimes the displayed information could be improved in content and order. As an example here is a screenshot: http://tinypic.com/view.php?pic=r1dbeo&s=9#.W3Hk4bhx2M8 What do I see in the object inspection window? Item name and who dropped it, fine. But then combat info with 5 lines of text which is not really useful, it would be more important to see what damage it would do with my current setup. Additionally all lines are duplicated which is a waste of space. With +x STR and +y DEX you would attack a bit faster. With +x STR and +y DEX you would get 1.1 blows. These 2 messages could merged into one. Or just have the second one which is more meaningful. Surely if currently I would have 1.0 blows and with more STR/DEX I would have 1.1 it means I would attack a bit faster. Btw I just upgraded from 4.0.3 to 4.1.3 and really like the changes so far, thanks for them :) Rune ID is interesting and nice, but ID when walking over is really super. |
Re the strange label in 02: I assume you are seeing this when opening the .txt file with a text editor. The doc files are written in RST (restructured text), a Markdown-like format that is used (for instance) in Python documentation. The game includes a parser that can display the files correctly in the online help, and you can compile it to HTML or PDF with "make manual", but when you open the .txt file directly you see some of these strange artifacts (though the file is mostly readable).
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Maybe AC in general should be more useful, like giving some protection against some attacks, say force, shards, and/or stunning for example?
The rings of protection could grant a random resistance also, to make them more useful. |
Yes, rings of protection are among the weakest items in the game. They're supposed to be. They're among the gear that you can buy from the magic shop for a few hundred gold. That sort of equipment is intended to be nothing more than a way to fill slots until you find something more useful in the dungeon.
A case can be made for reworking the whole armor system, but if we're not doing that, there is no reason to change the protection rings. |
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Perhaps to-hit should be simply 'have you been hit at all' so a function of the stats of the hitter together with the to-hit values of the weapon. Then if that hits, AC would soak up some or all of the damage. Maybe some armour could be better against different attacks Just an idea that might make it actually useful to get a good AC |
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You adjust the screen size (per character) for the main window with the window menu option "Term 0 Font Tile Size" => "Font". Remark: THAT is ONLY POSSIBLE after character creation in game mode. It is not possible while the start up screen is shown! For windows 1 to 9 you have to do that manually (*sigh*). Use the four window menu options "Increase/Decrease Window Tile Width/Height". For example i am using Win7 system and the standard font size is 8x12 points. If i change that to the more eye friendly size of 10x14 i need to use 2x Increase Tile Width and 2x Increase Tile Height for each subwindow i change the font in. Quote:
Since spells can hit more than one target (beam or ball attacks or breath attacks) you could solve that by either (a) show the damage for each monster damaged (could be spammy) (b) show only the damage for the targeted monster (if no target, the 1st monster damaged). |
window size and position
By the way there is an bug through all the versions i played so far:
The Window size and the window positions are not exactly stored in the configuration file. Each time i start the Angband executable the windows are slightly misplaced and missized. Something in the range of a few points only but still annoying to perfectly match them each time to cover the complete screen. It has nothing to do with the screen size. Bought a new screen with a much higher dpi than the old one, but the windows are still mismatched as it was before. Would be nice if you could take a look at that Nick :) Thanks! |
font size
Oh, thanks a lot Tiberius. I actually got a new screen 2 days ago, with more but smaller pixels, so I really needed some font resizing! Did I miss any tutorial / manual where this is explained? Actually now I know I think I could have experimented more with those 'Window' options, but under MS Windows I've become so used to truetype fonts that I never realized that it were separate settings.
Another thing that could be explained is that the tile size is a multiplier of the font-size, so changing the font also changes the tiles. Knowing better how it works, I just changed 1 terminal to a different font size, and then changed the rest with copy-paste in the angband.ini file. If you look at that file, you see the terminal size is expressed in lines and columns, which are probably rounded down, so any pixel-precise sizing will be lost the next time. The position is stored in pixels, so that shouldn't change I would think. All in all my reported bug is resolved, but the whole system has a number of co-dependencies and side effects that make it hard to understand and handle. Perhaps the price for system-independence? |
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You kids today, with your subwindows and graphics tiles. When I was your age we had to memorize every host between ourselves and each recipient of our emails, and we LIKED IT. Love, uunet!decuac!c3pe!gypsy |
summary
Thanks for all the on-topic contributions. Below I list an edited version of my bugs and wishes, with the extra information incorporated.
Question: what is going to happen with this list? Is someone going to enter it into the bug tracker system, or should I? Or will they be picked up even when not in the system? Updated list: 01 - map view often doesn't refresh correctly: you can see your own character in there a lot of times, and sometimes remains are left of beam/cone attacks. CTRL-R corrects the errors. Apparently erasing changes from the previous turn is imperfect. 02 - outdated dungeon.txt: * "Each level has at least one up staircase and at least two down staircases. There are no exceptions to this rule." Level 99, 100 and 127 are, I believe, exceptions. But several types of special map levels might not have 2 downstairs either. Notably a maze level always seems to have exactly 1 up and one down stairs. * The whole file also is based in the character interface, ignoring tiles. It should e.g. mention that with tiles you can see the visuals under '~', 'display xxx knowledge', select one item and press 'v'. 03 - not a bug. 04 - with the Shockbolt tiles I still don't see any difference between passable and impassable rubble in 4.1.3, although I read that was changed since 4.1.2. 05 - if there is a bunch of monsters, I am often in a corridor get only one attacking me, resting until the next one steps in. Their drops are piling gradually, and when there is more than one item under me, the screen gets redrawn every time because it displays the list of items under me. I wish there was at least one wait command key (of the '5', ',' or '.') that I can use to rest without picking up. 06 - why are monsters like Pukelman and Earth Elemental resistant to all attacks except the one they are atacking with themselves (acid)? That seems illogical. I suggest a different basic element vulnerability. 07 - wish: (semi-)automatically determine character width and height based on the selected font for all terminals, like you can set "Term 0 Font Tile Size" to "Font" for terminal 0. 08 - resolve naming inconsistency wirh wands and rods by renaming staff of light to staff of illumination 09 - why does @m1 inscription work, but not @p1? 10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed, but I think both should fit. Especially with uniques it helps to quickly see which you might expect on your current dungeon level. 11 - Wish: change options permanently (e.g. I like show_damage) - e.g. save set like exporting autoinscribe. Every time I start a new character (I like playing several in parallel) it is off again. 12 - show_damage should not only show weapon damage, but also spell damage. In case of beam, ball or breath attacks the damage in the square targeted could be listed, or perhaps the nearest monster affected? 13 - treasure balance seems off: too many weapons compared to armor pieces (you need 6 armor pieces compared to 1 weapon, so it would seem better if they occur 6x as often too, but they seem to have similar occurences currently). For artifacts my high level mage has found 25 weapons, 4 shooters, 28 armor and 4 miscellaneous (light, ring, amulet). I would also prefer not to find at least one of the *thanc daggers at one of the first levels so often; then all the fun disappears of first finding one with bonuses, then the first ego, and finally the artifacts. 14 - In obj-desc.spo listing the items power in the column level is confusing. Either list the min level the item can be found, like in mon-desc.spo, or call the column power, or list both. I consider the min level more useful. 15 - Amulets of resistance are way too high level for their worth: since most artifact armors, shields, and even many ego armors, shields and cloaks offer the same elemental resistances, by the time you reach level 60 no one is ever going to need them. 10 levels later than resist acid en lightning, so 20, seems more appropriate. Or perhaps it should have 1 or 2 random extra resistances? 16 - in principle it is a good thing that slow digestion is powered up, but still there is so much food found in the dungeon, not to mention loads of satisfy hunger scrolls, that even a half-troll warrior is unlikely to sacrifice a ring or amulet slot for it. Perhaps the ring and amulet should have some minor extra power, like slow poison? 17 - spell failure chances seem higher than the spellbook mentions. I tested this with a 21st level mage with listed spell failure of 4% on detect monsters, with no negative effects present as far as I could see. I cast it in total 335 times in a row, and had 26 failures, which amounts to more than 7% - almost twice as much as listed. 18 - stores will not accept unidentified armor, not even for free. (I had a robe [2,+2] {??} that wasn't accepted until I happened to find out the rune in another way. It was resist fire.) I think they should, just like unidentified negative potions, scrolls, wands, etc. are bought. This is also contrary to the description in dungeon.txt. Weapons that are partially unknown and contain a curse are also unsellable. 19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use. |
I looked into using real fonts for the windows port at one point. Unfortunately, it seems like all support uses MS C++, and isn't really an option for gcc without a huge amount of work because of mangling issues and the like.
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While in a shop one can [b]rowse a book, [d]onate an item, [e]quipment menu lookup, [g]et or purchase an item, [i]nventory menu lookup, [k]ill an item (ignore an item), [l]ook at or examine an item, [p]urchase an item, [s]ell or donate an item, [t]ake off a piece of equipment, or e[x]amine an item. Thus these letter commands are not used in the enumeration of shop inventory. |
More bugs and Wishes
I've continued collecting more findings:
20 - wish: for auto ignore menu's: could space also work to toggle the ignore? Apparently for me that is such a logical key that I keep making that mistake. There is also no explanation which key should work (although I found the 't' quick enough. Enter works also, but I'd expect the cursor to move to the next item then, and it doesn't.). 21 - for a priest, the cure serious spell from the Purifications and Healings book is way higher level (15 vs. 5 --> higher spell failure, worsened by higher base fail: 50 vs 32) and costs more mana (5 vs 4) than the one from the basic book, and I don't see any exta benefit. Shouldn't that be the other way around? That cure mortal wounds version is 4 mana cheaper and only 4 levels higher (but 25% higher base fail). 22 - if you browse a spellbook, toggle descriptions on, and scroll through the spells, the longer descriptions lines 3 and 4 do not get erased fully if you select a spell with a single line of text (and line 4 not when two lines). E.g. browse first book, toggle descriptions, select e and then f. 23 - Wish: show with items that are recharging in their description how long it is expected before they are recharged (I know there is a random factor, but you could use the average), or at least how long it is already charging. 24 - Wish: monsters shouldn't be able to summon higher lavels than they are: why would a more powerful monster obey a lesser one? 25 - Why does in the middle of combat (lvl 92 - animal zoo) suddenly a message appear: "FINAL POWER IS 72*"? The only thing object-related was that some spellbooks were burnt at the time. 26 - spells that negatively influence monsters, like confuse monster, list the duration as "dam 40" even though they do not do damage. This is confusing and should read "dur 40", like player booster spells like haste. 27 - in some cases item description can be confusing, like with a staff of remove curse: "... When activated, it attempts removal of a single curse on an object. Your chance of success is 94.9%". The 94.9% is not the chance to remove the curse but to use the staff, so more correct would be "Your chance of successfully using this item is 94.9%". (But longer, so it might make the item description slightly less clear.) 28 - if a spell beams, monsters hit on the way that are killed seem to survive, and only when the beam has run it's full course the monsters on the way fall over. This is confusing because you are already planning your next attack, only to find out a second later that it is not necessary anymore. Can't monster kill be handled before the beam continues? 29 - Wsh: the game allows movement by mouse click. Why doesn't it use the monster pathfinding so that you can click further away - that would really make it easier to e.g. move to the stairs when you've finished the level. The only issue might be that you should not be able to find the quickest route through unexplored territory (which is a bit cheating). 30 - If you run (Shift-direction) you stop one step before an item, and when you run again one step beyond the item (which doesn't seem to make sense to me - stopping on the item itself seems most natural to me) And if there is a trap at that square beyond the item, you trigger it even when your disarm is 100%. 31 - with the action that doubled armor class of all armors, I suspect the weapons that give AC were not increased, because it seems that, apart from the Cutlass 'Gondricam', the AC bonuses from weapons is peanuts, like a defender [+2]!? 32 - an fully identified cloak [1, +6] (cursed - teleportation prevention), incorrectly displays a lot of ? in the character resistance overview. 33 - Wish: unique Ainur Osse should not have nether breath and lower Xp - that is not fitting to an angel (ainur) and it is not even evil. Having nether (550) breath is also unbalanced for level 62 - even with resistance that can do up to 471 damage. The remaining capacities, esp. water ball, and the fact that it is very quick still make it dangerous enough. Discussion: should damage also be capped to monster level, e.g. 60*level? Or even to dungeon level - you could say that the specific monsters that are able to survive at deeper levels are the stronger ones of the spieces. |
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That said I did make that change to the source once and I thought it played better. But it's not a strong preference |
I threw a (+5, +3) spear at a yellow kobold and it knocked half his health off, but the spear broke. Shouldn't thrown weapons have a pretty small chance of breaking? What if instead they maybe lost some damage every half a dozen throws or so? Seems to me a spear should be good for at least a few dozen throws before breaking. Do the to-hit and dam stats affect throwing?
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Throwing is pretty terrible in Vanilla. The to-hit and to-dam do affect the throw, but there's no multiplier, so you basically get a single melee blow (except affected by your base throwing skill instead of your base melee skill), and then as you noted there's the chance of the weapon breaking.
Throwing could certainly be tweaked, but if it's going to be viable then it really just has to be overhauled. Realistically if you want to kill things from range, use a launcher or spells/devices. |
There's a tag for throwing weapons (you see it on the Thancs) though I'm not sure what it actually does. Still that's a starting pt if you are just after a minor tweak.
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... didnt know weapons could break.
Not that i would even use throw ... I suspect that throw is the way it is to stop people from throwing MoDs and GoPs at mobs. I mean, you still can, but the damage is nowhere near what you get with melee. |
With THROWING weapons you get 2x damage. In some variants (and in older angband versions) there is also WELL_BALANCED flag, which gets another factor of two. In any case, i never throw anything except flasks of oil for damage, and arrows and bolts for ID.
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Throwing slaying ammo is wierdly effective though obviously weaker then the launcher.
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At least, that's the plan :) |
In the early game, I find throwing pebbles or iron shots is reasonably effective until one finds a launcher. This is especially true with the more fragile race/class combos, as they necessitate fighting from a distance at the very start.
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Recently I've taken to buying bolts (1d5) at the start of my Rogue characters for throwing since bolts do the most damage of any average ammos. Heavier than arrows but lighter than iron shots.
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But flasks of oil do more (as do wands of magic missile.) If you need to do damage early, generally you want to do it fast. I've taken Bullroarer with oil more than once, at CL 1 or 2. Using thrown bolts would probably use up all my ?PD.
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Buying a Wand of Magic Missile with your starting money is a pretty fun way to go sometimes. It's pretty expensive, which limits your other gear options substantially (and almost certainly means your first dive is one-way until you find a ?WoR), but it trivializes a surprisingly large number of fights. It's especially worthwhile for mages and priests, whose offensive options early on are very limited.
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10 !oil, some ?Phase, and a !Heroism have nearly the same effect and is a lot cheaper than -MM. Dive fast, looking for high value target. Then instant CL7.
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Oil misses more than Magic Missile fails to activate in my experience. It also has considerably less range. I will agree that your proposal is more versatile, mostly on the basis of giving you other consumables that are generally useful, but I'd give the -MM approach a shot once or twice before you shoot it down entirely. :)
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Oil can be a bit of a disaster for a human mage, you don't have infravision so you can't actually see the doggies without light. Even with !heroism I'm not convinced a lvl 1 human mage can hit the dogs reliably enough, I think the little guys have +throwing? The hobbit certainly does.
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Yeah Ive tried it. It is a high variance method: either die fast, or level up fast. Using oil doesnt work quite so fast, but it has much less downside risk.
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I never bother with oil. The chance of missing is way too high compared to shooting/throwing/magic.
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The chance of hitting with oil is the same as with any other thrown object, and at a low level, the extra +10 to hit from !hero makes a huge difference in odds. It and -MM are the only way to take out Bullroarer at CL 1 or 2. It is useful at most once in a game. But it is a use with massive potential upside.
That said, if you are grinding at low levels, it won't ever pay off. |
I have tried the MM approach but do find it so expensive. I will give oil and heroism a try next time!
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Total cost is ~60GP: 12 !oil and 1 !Hero (which you should be getting in any case in case of fear attacks.) Strategy is particularly good if you are skipping levels a la Quickband.
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OK, here's a response to the first list:
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I'll get onto the rest of the list soon. |
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Usually, in a single, non-repeated experiment, a result is considered statistically significant if the p-value is 0.05 or below. So yes, that seems a statistically unusually high failure rate, and worth investigating. There is usually a reporting bias, in that only 'unusual' results get reported to the devs, so the best thing would be collecting completely new data to test it. |
BTW: for the rest one turn keymap, I suggest 's', and make it rest 5 or 10 turns (or until disturbed.) I used to use the old search command for this all the time: wait until a nearby monster moves, or appears around a corner .
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For low probability events, a poisson distribution is generally appropriate. It always has a fat tail (because you can't have fewer than zero events.) Yes, it will eventually converge to normal (as any distribution will.) But even at expectation value E=14, while the curve looks close to normal, the tail is significantly fatter at 1.5*E. The estimate of 0.11% is too low by a significant amount.
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scipy.stats.binom_test(26,335,0.04, alternative='greater') |
Right. My bad.
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Note: I've already failed a spell with 1% failure rate five times in a row :)
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I hope it's evident why that isnt enough. Everyone has reported unusual rng results. At some point you gotta accept that it's not an epidemic of bias and something in the code is doing something it shouldnt. And god knows what it is. What is the rng based on anyway, system clock? That has to go through the OS which could unwittingly manipulate the results. Empyrical observation does have its merits, y'know. Oh btw congrats PowerWyrm on a 1:10,000,000,000 chance. |
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Nick nailed it. A 1 in 10,000,000 chance for an event that is not specified in advance is not actually 1 in 10,000,000 at all. And it is happening in a game with roughly 100k moves, which reduces the per-game chance by a lot. And it is happening to one player on a forum, rather than one in isolation. We have to *expect* to see these events fairly regularly, be it a 1% fail repeated 5 times, or a ring of speed +24...or Dwarven PDSM.
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Civ 2 lied to everyone for years and it turned out that the computer *was* in fact cheating. The same did BloodBowl.
Anyway, the "people find patterns" applies to randomly tested unaware people, and i must point out that .. we are none of those. I put it to you that the average angband player is far more likely to have confidence with maths and abstract concepts than your typical God Of War player. Im sorry pal but when yet again i fail 7 times a 5% spell, those things dont go unnoticed. If you guys Really want to do some testing... play a game. A whole game, from town to morgoth. And write down everything. You've done your lab test, now it's time for field testing. |
We do play the game. And we recognize both confirmation bias and reporting bias. If want to test the RNG, put it through an autocorrelator with N = 100. The bottom line is the Mersenne twister has been tested by people who know a lot more statistics than you and I.
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As Pete Mack notes, there are actually two cognitive biases occurring here. The first is the one that convinces people that failing a 5% spell 7 times in a row during gameplay is a statistically reasonable trial from which to derive that the RNG is failing. The second is, of course, "everyone has reported unusual rng results". I have not. I imagine many other people on this forum have not. However, those that do are more remarkable, and so they seem more common than they actually are. In order to perhaps correct that perception, I will now report RNG results.
I just started a new mage run today, inspired by this thread. That character is now clvl 26 and with 18/70 INT, and has 4% fail on detect monsters. I made a keymap that casts detect monsters 5 times. I then pressed it many many times, counting each time that it failed. It failed 13 times within the first 335 casts (I cast it a bunch of times after as well because I was running through my whole mana and it didn't fail after, but those don't count because I decided to run 335 casts). I'm not actually any good at stats, but I'm pretty sure 13 failures is what you'd expect from a fair dice roll. There were no apparent anomalies during the test, though since I wasn't testing for those, it doesn't really matter. |
Philip--
I suspect you have posted AARs that support reporting bias (assuming you post AARs at all.) Every crazy speed ring, and every YASD that occurs because of repeated failure. By and large people post AARs when something unlikely happens, not something ho-hum. I do not mean to imply that everyone thinks the RNG is broken and is actively busy generating reporting bias. |
Oh, for sure in that sense. I was more talking about the bias that causes Sky to suggest that reports of (perceived) problems with the RNG are very common, even though they're really not, though they are rather memorable, especially if you're already inclined to believe the RNG is bad.
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I suggest a couple of rules to ensure fairness: * write a forum post before starting, detailing which events you are going to track (for instance, spell failure rates). Only "pre-registered" characters count. * report the results after your game no matter what they are and no matter what happens to the character (e.g., inglorious death at 500' by the hands of Wormtongue). |
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anecdotical evidence: When i fight Morgoth as a mage, i always use Mana Storm exclusively. Depending on my level and the fail rate, i needed 66 - 78 Mana Storms. I usually note the real and expected fail rate in my final dump. Fail rates: 32% (expected 35%) 34% (expected 26%) 37% (expected 32%) 23% (expected 23%) 17% (expected 20%) So it looks like the RNG works correct. Additional info regarding the RNG: If you fail 7 times in a row at 5% fail rate, this doesn't even mean that the RNG did a low roll 7 tims in a row. Unless that happened in an empty town, there were probably 10 - 100 rolls for monster actions between your castings. |
Even in the town, the RNG deciding whether and where to spawn more townsfolk.
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Crashing during standard roller chargen
If I repeatedly alternate between pressing 'p' for "previous roll" and 'r' for "new roll" (to keep an old roll and compare my new rolls to it) during standard roller character generation, the game eventually crashes, sometime after only a couple rolls. No error message is shown by default, but when I traced the process with gdb, gdb tells me that the program exited with SIGABRT because of corrupted memory or a double free.
Can anybody else reproduce this? This is in 4.1.3. |
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Wobbly--
Try a debug build. They have nuch better chance of detection duplicate frees. |
gdb says that the offending line is z-virt.c:67 in mem_free():
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61 void mem_free(void *p) Code:
#8 0x00573ce4 in string_free ( Continuing to test this bug, I've hit other error messages as well, like "realloc(): invalid old size". In this case, the program seems to crash hard; my terminal hangs up. The "double free" message I only see if I'm tracing the program with gdb, but the "invalid old size" displays (right at the end of the curses display, without even a newline before it) even if I'm not tracing the program. I've also noticed some inconsistent behavior: the history at the bottom of the character sheet sometimes changes when I press 'p'. Code:
Name Age 19 Self RB CB EB Best However, sometimes weirder things happen. A crash ususually follows: Code:
Name Age 19 Self RB CB EB Best Code:
Name Age 17 Self RB CB EB Best Sometimes, especially if I press 'r' a bunch of times in a row without pressing 'p', I will reach a state where pressing 'p' will restore the stats of the previously-rolled sheet, but see the history stay the same. In this state, if I press 'r', the history does change, but if I press 'p', the history stays the same. After rolling a number of new characters, the program may resume retrieving previous characters' histories as normal. Sometimes when histories are not being retrieved properly, the appearance description disappears when the previous sheet is loaded, but the genealogical information remains. When this happens, pressing 'p' again will restore the appearance description with the rest of the history. |
It also looks like I can get the program to crash by manually editing the character history to be too long. Can you replicate that, wobbly?
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Yes, that is what I mean by manually editing.
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Good catch vivit! Well characterized reports of memory errors are a gift to developers.
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Thanks! I know from experience that memory-related bugs are some of the weirdest, nastiest, most elusive, and most resilient kinds of bugs out there, so fixing this quickly is going to require as much information as possible.
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It is about using text chars and altering the font you use. The program uses a fixed char width and height for each window. If you change a font, this two variables are not automatically adjusted. If you increase the font size, it will result in that chars are not shown completely anymore. If you decrease font size it will result in additional space above/between chars. The solution for this problem is: after altering the font size, the user can adjust the width and height variables manually using the corresponding menu entries. For the main window only there is also an automatically adjustment available in the windows menu, it is called "window=>term 0 font tile size => font". If you use that option after choosing a charset with a different width / heigth than before the window size is adjusted to show with the new font as many lines and columns as with the previously charset. The change / feature request was: (A) Make this automatically adjustment available for all sub windows as well. (B) Call this function always after choosing a new charset for a window, so that the user does not need to call this function manually over the menu anymore. (B) ensures, that after choosing a new font, it is readable because width and heigth are adjusted to the required values of the new font. |
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Stopping one square away is better, since you can see what it is before reaching it. Unless you do auto-pickup, you won't know necessarily know why you stopped. My one complaint: If you keep running when you stop next to stairs, you run right over top of them without stopping. This is particularly annoying on android, where tap-running is the default way to navigate the dungeon.
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If I was the dictator maintainer (and a super duper programmer), I would make these changes in the next version:
- remove magic mushroom patches, they're nothing but an annoyance - remove nexus quylthulgs, they're nothing but an annoyance (especially when exploring a vault and you have a level feeling of X-9 or X-8) - remove hand, foot and skull drujs, they're hardly anything but an annoyance - a warrior should not get a good level feeling when a high level prayer / spellbook is created on a level, same thing about green prayer books for mages/rogues/rangers and red spellbooks for priests and paladins |
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Of course this just my 2p/2c and mileage my vary |
High level drops can still be useful to those using sell:on
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As for your other suggestions, my advice is to try to internalize the fact that there's an infinite supply of dungeon levels, so the contents of any one level (or indeed any portion of any one level) are not special. It makes no particular difference if you ditch one level halfway through; you can make an unlimited supply of statistically identical levels. It helps (when trying to learn this lesson) to turn level feelings off, since they do nothing but encourage you to think about what makes this one level special. It's not special. No level is special. Once you've learned this lesson, you'll be far more willing to abandon a level if it has something you don't want, and far less bothered about getting kicked off a level by a monster with a teleport-level spell. |
That is true Derakon, with a few exceptions. I think most of us had the experience when enlightenment showed something you really needed (missing dungeon book, an unknown ring type when you know it must be a ring of power etc) and you can't get near the precious loot inside a perma-wall vault because it is guarded by a nexus q. That's annoying for sure. If it's a forced descent game, it can really hurt.
I still would not remove them, they are part of the challenge. But I can understand if someone gets upset after such an encounter ;) |
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I also 2nd the addition of foot drujs. They could have stinking cloud as their main attack spell. |
Sounds like foot drujs are up for inclusion in the monster list overhaul!
. . . You might say they could be a shoe-in (And no I'm not proud of that) |
Oh dear... what have I unleashed? :eek:
:D |
Nick needs to put his foot down on this.
:-) |
OK, that's enough.
Anyone who doesn't toe the line will get the boot. |
While we're at joke characters:
name:Head of Vecna base: skeleton color: y level: 5 speed: 120 hit-points: 55 flags: UNIQUE spell-freq: 1 spell: TRAPS | SLOW | CONFUSE | DARKNESS | SHRIEK |TERRIFY | BLINK spell-power: 8 experience: 50 desc: A floating skull flickering with eldritch shadows. |
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Actually, given the lore of how liches work, having to destroy the individual parts of a lich once you've "killed" it the first time isn't that far-fetched. |
Something with spell freq 1 & lacking No_move could be amusing though. It moves but only when you're not watching it
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Head of Vecna does not in fact come from Vecna (and is fairly low level):
http://www.blindpanic.com/humor/vecna.htm |
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https://github.com/angband/angband/c...bdc0201a710a2a |
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Just started playing anband recently.There is one thing that's a huge turn-off for me:
A clvl 20 half-troll warrior does more damage with his starting dagger than with a war hammer of orc slaying against orcs! Super immersion-breaking and imo a bug in the combat system. |
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Can we have a "smaller levels" birth option in future version ?
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