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Old September 6, 2008, 01:30   #1
Pete Mack
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V dev bugs

Here's a list of V dev bugs found recently. From rgra:

http://groups.google.com/group/rec.g...91c7c449c37646

* Windows startup speed is bad after many restarts. (Apparently this is a font resource problem.)
Workaround: Reboot (yuck!)
* INI file takes a long time to store on USB sticks.
* Summoning sometimes "banishes" (deletes) the summoner. (I've seen it twice.)
* Sometimes a stairs down appears on dl 99 before Sauron is dead. (I don't know the context.)
* Social status is not reset properly after death.

BTW: a sticky thread for V bugs would be a useful addition to this forum.
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Old September 9, 2008, 03:40   #2
Pete Mack
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Two more V bugs:

* The "fixed" potions and rings still exist, but with the old k_idx. This causes "plain gold ring" to always be See Invisible. And I assume something else (can't remember what) gets to be gloopy green potion and the like.

* Potions of CCW, Healing etc now are very nutritious. This is dangerous when fighting Morgoth because the odds of becoming gorged go up proportionally. This means that either (a) potions of Salt Water should become very common at dl 1 so you can purge prior to the final battle, or (b) the amount of filling should go down when you are full or (c) the nutrition values should be reverted.
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Old September 15, 2008, 23:01   #3
Pete Mack
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Really awful logic bug in acid_dam, fire_dam, etc

OK, WTF? I just died to attacks from a Bile demon (Acid) and Lesser Balrog (Fire). I started at ~700HP, had both Narya and Thorin, and had cast Resistance in preparation for fighting Pazuzu (whom I had just killed.) I should have taken 0 damage, but I ended up taking 1600 fire damage...

Here's the offending code:
Code:
if (p_ptr->immune_acid) n = 3;
else if (p_ptr->resist_acid) n = 1;
else n = 0;
 	
if (p_ptr->vuln_acid) n--;
if (p_ptr->timed[TMD_OPP_ACID]) n++; 

/* Change damage */
if (n == 3) return;
At this point, n == 4, and none of the checks pass, so full damage is taken. I fixed it by replacing the n == 3 with n >= 3.

The effect of all these things is that vulnerability--whatever that is--will reduce immunity to double resistance, but immunity can be recovered with a double resistance spell. Weird. I would prefer to just return on detecting an immunity:

Code:
if (p_ptr->immune_acid) return;

And I reanimated my character, as it's not cheating to resurrect after being killed by a gruesome software bug.

I hadn't noticed it before this point, because I hadn't been using the full Resistance spell, just temporary poison, fire and cold resists as necessary.
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Old September 16, 2008, 21:39   #4
d_m
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Grond and Morgoth's crown seem messed up in 3.1

I just beat Morgoth and this is what he dropped:

Code:
t) The Massive Iron Crown of Morgoth [0,+3] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
Code:
v) The Mighty Hammer 'Grond' (3d9) (+6,+3)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 75 against animals, 75 against
     evil creatures, 90 against orcs, 90 against trolls, 120 against
     dragons, 120 against demons, 120 against undead, and 60 against
     normal creatures.
     Sometimes creates earthquakes on impact.
I've never won before, but I was under the impresion that Morgoth's gear was at least cursed, if not heavily cursed, and that the crown gave ridiculous stat bonuses (+125?). Also, the spoilers seem to think Grond is 9d9, not 3d9.

Not sure if this is an actual bug, but I thought I'd post it all the same.
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Old September 17, 2008, 15:52   #5
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Now that this thread is here, it's probably worth linking to the bugs reported at http://angband.oook.cz/forum/showthread.php?t=941 so things are all in one place.
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Old September 22, 2008, 00:38   #6
Big Al
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Quote:
Originally Posted by Pete Mack View Post
* The "fixed" potions and rings still exist, but with the old k_idx. This causes "plain gold ring" to always be See Invisible. And I assume something else (can't remember what) gets to be gloopy green potion and the like.
Man, this just happened to me. I got all excited there for a second. My plain gold ring was significantly underpowered compared to what I was expecting.
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