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Old September 22, 2018, 12:37   #14
Join Date: Jul 2018
Posts: 6
Carg is on a distinguished road

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02 - outdated dungeon.txt: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.
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