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Old April 19, 2015, 20:21   #411
Derakon
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At least the game recognizes that these are silly-powerful, with power ratings of over 20k and min depths of at least 100 (but check out the min depth on Uluin!). In fact it seems kind of suspicious that all of these artifacts have power ratings of between 20k and 21k...
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Old April 19, 2015, 20:25   #412
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I'm getting a crash whenever I load this save file in 5a6bbf0 and hit 'y' to try and start a new game with the existing character settings. It works fine if I load the file in the previous version (aa62c4d), or if I hit 'n' instead of 'y' and just reenter the exact same settings. Possibly something gone awry with the randart generation for this particular game?

Previous games I've played in 5a6bbf0 (all with randarts on) have also seemed a bit slow to load the town at the start of the game after character generation, though this is the first one to actually crash at that stage.
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File Type: zip StartupCrash.zip (3.5 KB, 37 views)
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Old April 19, 2015, 21:58   #413
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Quote:
Originally Posted by Nomad View Post
I'm getting a crash whenever I load this save file in 5a6bbf0 and hit 'y' to try and start a new game with the existing character settings. It works fine if I load the file in the previous version (aa62c4d), or if I hit 'n' instead of 'y' and just reenter the exact same settings. Possibly something gone awry with the randart generation for this particular game?
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Originally Posted by Thraalbeast View Post
Today's release. When creating Artifact spoiler (Randarts) I (only once) got Assertion failed. File z-form.c, Line. 206. Expression: fmt.
Thanks - I think these are the same thing, because I had one like it too, and thought I had fixed it.
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Old April 20, 2015, 00:24   #414
MattB
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Quote:
Originally Posted by Derakon View Post
At least the game recognizes that these are silly-powerful, with power ratings of over 20k and min depths of at least 100 (but check out the min depth on Uluin!). In fact it seems kind of suspicious that all of these artifacts have power ratings of between 20k and 21k...
I had a bow with shots+8 on my spoilers, and that too had power 20k plus change.
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Old April 20, 2015, 00:26   #415
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Quote:
Originally Posted by Thraalbeast View Post

Code:
the Small Metal Shield of Taran [5,+18] <+8>
--------------------------------------------
+8 shooting speed.
Cannot be harmed by acid.


Min Level 100, Max Level 127, Generation chance 28, Power 20060, 6.0 lbs
Based on Celegorm.


the Sling of Lielegas (x12) (+5,+26) <+10>
------------------------------------------
+10 strength.
+10 searching skill.
+10 infravision.
+10 speed.
+10 shooting power.
Provides resistance to frost, light.
Cannot be harmed by acid, fire.
Feather Falling.  Speeds regeneration.  

When activated, it fires a acid ball of radius 2, dealing 20+1d20 damage at the
centre and extends acid resistance for 0 turns.
Takes 90 to 110 turns to recharge.
Your chance of success is 76.7%


Min Level 100, Max Level 127, Generation chance 12, Power 20090, 0.5 lbs
Based on Avavir.
What a pair they'd make!
9 shots, each at x12 power...
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Old April 20, 2015, 00:54   #416
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Playing the latest release, ate a stack of slime molds off the floor and had the obj-pile.c crash rear its ugly head again, I'm afraid.
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Old April 20, 2015, 09:35   #417
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Quote:
Originally Posted by Derakon View Post
At least the game recognizes that these are silly-powerful, with power ratings of over 20k and min depths of at least 100 (but check out the min depth on Uluin!). In fact it seems kind of suspicious that all of these artifacts have power ratings of between 20k and 21k...
Not so suspicious after all; it turns out that object_power() will bail on evaluating an object if it sees certain boundary conditions, such as too many extra blows. Instead of finishing its examination of all attributes, it just adds 20000 to the power and returns it.

The problem turns out to have been that the process of adding a random power to a randart and then rolling back if the resulting artifact was too powerful did not actually roll back correctly. (Most importantly, fake_pval[] wasn't getting reset.) I think I've fixed this in my 4.0beta-bugfixes branch.
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Old April 20, 2015, 09:52   #418
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Playing the latest release, ate a stack of slime molds off the floor and had the obj-pile.c crash rear its ugly head again, I'm afraid.
No, that's deliberate punishment for being disgusting
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Old April 20, 2015, 10:32   #419
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No, that's deliberate punishment for being disgusting
Oh. Well, on reflection, that seems perfectly reasonable.
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Old April 20, 2015, 14:51   #420
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Update 4cb2aad fixes
  • Several remaining issues with randarts, including the 20k+ power thing (thanks myshkin)
  • *enchant* weapon taking two prompts (thanks fizzix)

Randarts now really fixed...

Also I can confirm there are monster movement problems, but haven't found the cause yet
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