View Single Post
Old August 13, 2018, 16:02   #1
Join Date: Jul 2018
Posts: 6
Carg is on a distinguished road
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02 - outdated dungeon.txt: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.

Last edited by Carg; September 22, 2018 at 13:41.
Carg is offline   Reply With Quote