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#1 |
Vanilla maintainer
Join Date: Apr 2007
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Bugs and complaints on current master
I believe I have fixed or listed here the remaining bugs that I know of in current master.
This thread is for people to
Curses and traps are still not fully mature, and there are some other planned changes for 4.1, so jump in and opine on any of that, or anything else, too.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#2 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,123
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Yep, you've got everything that's on my list. Still trying to get you a "drops in walls" savefile.
Oh, and reiterating a feature request to bring back the trap detection line, at least as a game-play option. (I note, "FAAngband does this...") ![]() Currently, my only complaint is not liking the new treatment of secret doors not being detectable except by walk-by. I think it makes tactical approaches to pits difficult, wastes time unnecessarily feeling around for doors, and unfairly benefits experienced players who already have a good idea of where secret doors are most likely to be. Looking forward to, hopefully, seeing new terrain in the dungeon; like lava pits, water rooms, webs, hidden tree groves (ala FAAngband.) And to those who say trees don't grow underground, maybe its a shaft room with access to sunlight, or a giant mushroom forest like in Jules Verne's "Journey to the Center of the Earth". Maybe some of those one-time "special" levels from FAAngband too. "Drums in the deep...!!!" And "neutral" aligned "p", so that I can have a sop to my conscience about killing every single thing. Thanks, Nick. Such a great job!
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead Last edited by Ingwe Ingweron; October 22, 2016 at 09:22. |
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#3 |
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Join Date: Jan 2009
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Thought of one more thing I've reported, but it was rather arcane and non-important. The initial allocation of stats on point based creation - could this be made user-editable? New races and classes can now be made relatively easily by tweaking the edit files, but the stat allocation can turn out oddly for such new race or class.
On an even more arcane note about initial allocation of stats, this time impacting standard roller mode. I think it would be nice to see the rolled stats before choosing the class. This would make even the birth process a more interesting exercise, make the standard roller viable as a real option, and add spice to the game. The point-based system may be recommended, but I'm tired of always starting a new @ with identical stats as the previous. Come to think of it, it would also be an interesting option to have race rolled randomly. We are born with whatever race we are, but we can choose our profession based on our innate talents.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#4 | |||
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Quote:
Quote:
![]() There is still some thinking to do about the best way to handle detection of traps, doors and stairs. My baseline is I don't want it to be something that everyone has to do routinely, but I'm open to suggestions. One possibility is bringing back some sort of perception stat which improves detection at a distance, but in a fixed way (like infravision) rather than a random check. Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
This is a pretty radical change, one that makes the game noticeably easier. Occasionally I felt guilty when dObj gave me massive information, but I never felt guilty for longer than a second or two. It is insanely annoying trying to keep track of what areas have been covered by which detections. Eliminating detection spells entirely is a possibility, though I think priests should get some. If you keep any detection spells in the game, you owe it to yourself to playtest with full level detections. |
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#6 |
Swordsman
Join Date: May 2016
Posts: 330
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There is still disconnected stairs bug. And I think use after free too? At least address sanitizer was complaining about it relatively recently (last week or so, I think).
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#7 | |
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Quote:
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#8 |
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That's an interesting thought. I'm currently having trouble with this issue because I can see a number of ways forward, and I have some sympathies with all of them. My only real definite is that routine trap detection is a bad thing. I guess some ideas will get tried out, and we'll see what seems to work best.
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#9 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
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Please do a sanitize build and play it for a while with more than a toy character. Use archery, and use verbose mode. I have seen crashes from the object code and from the trap code when an earthquake trap destroyed either itself or an out-of-view object.
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#10 | |
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![]() Failing that, I can spam earthquake traps until one of them does the appropriate thing.
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