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Old March 30, 2011, 17:21   #1
Derakon
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Minor nightlies bugs

As noted in this thread, but I thought I should call them out specifically here:

1) If your weapon causes earthquakes, and pushes away the enemy you're hitting, then your next blow will hit and kill "it".

2) Summoning spells (specifically in my observation, summon-hounds from a mystic, summon-angels from Azriel, summon-greater-undead from Morgoth) can turn up nothing. Not always, though; mystics summoned animals with no problem, quylthulgs continued to be a threat, and Sauron summoned the Witch-King with a ringwraith call.

3) If a randart armor has a to-hit malus, then it is a valid target for scrolls of Repair Item, but nothing happens when the scroll is read (or rather, presumably the item is re-set to its original state, which included the penalty). I wouldn't be surprised if this were also true for weapons with penalties to-hit or to-dam, which could potentially cause Repair Item to undo a lot of enchanting work.

Also some non-bug peeves:

1) Satisfy Hunger is ridiculously hard for rogues to cast. Makes zero sense.

2) The player gets no save against monsters teleporting him away.

3) Kelek's is utterly worthless to rogues.

4) Randarts seem to be overly fond of elemental immunities compared to the original set. Compare 15 with an immunity in the original set (not counting the One Ring) to 22 with immunities in my randart set, 2 of which had double immunities.

5) Boots of speed still seem a bit too common; I'd found two before hitting 2500'.

6) Potions of Mana likewise were falling out of my ears.

7) When browsing a spellbook, the only way to cancel out is to hit escape. Usually other keys are also valid.

8) I found an aggravating randart with a stealth bonus. I hope that stealth bonus didn't affect the artifact's power rating any!
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Old March 30, 2011, 23:37   #2
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Quote:
Originally Posted by Derakon View Post
As noted in this thread, but I thought I should call them out specifically here:
Thanks for compiling this list. I'm going to make sure all the bugs are in trac, and maybe open some enhancements also.

I'm going to fix the earthquakes bug by ending the player's attack when the monster moves. Testing the summoning bug (and fix) will be annoying... I may end up needing to create a debug command to try particular summons.
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Old March 30, 2011, 23:49   #3
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Originally Posted by Derakon View Post
Also some non-bug peeves:

1) Satisfy Hunger is ridiculously hard for rogues to cast. Makes zero sense.

3) Kelek's is utterly worthless to rogues.
(1) Satisfy Hunger should be only in the priest books. Problem solved.

(3) Why should Kelek's be worthwhile to rogues? It could be argued that book 9s should be usable only by pure casters.
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Old March 30, 2011, 23:54   #4
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(3) Why should Kelek's be worthwhile to rogues? It could be argued that book 9s should be usable only by pure casters.
Then why give any of the spells in that book to rogues? Right now they get Bedlam, a damage-free radius-4 confusion ball, which I doubt anyone in the history of the spell has ever made good use of. So basically they get a worthless spell to taunt the player.

Taking away book 9 from all non-pure casters means that only pure casters get Word of Destruction as a spell. Eh, why not. Everyone can deal.

Also, regarding my request for a saving throw vs. teleport-away, I guess that that's only really reasonable if we also give a saving throw to monsters when you try to teleport them away. That's a bit of a can of worms though.
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Old March 31, 2011, 21:37   #5
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Quote:
Originally Posted by Derakon View Post
3) If a randart armor has a to-hit malus, then it is a valid target for scrolls of Repair Item, but nothing happens when the scroll is read (or rather, presumably the item is re-set to its original state, which included the penalty). I wouldn't be surprised if this were also true for weapons with penalties to-hit or to-dam, which could potentially cause Repair Item to undo a lot of enchanting work.
Is this specific to randarts, or does it apply to standart armours as well?
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2) The player gets no save against monsters teleporting him away.
As you later observed, this has been WAD for a very long time. But giving monsters a save vs TO was one of the many ideas for making the game more challenging - it's been reduced to a bolt to start with ...
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3) Kelek's is utterly worthless to rogues.
I'm with Eddie on this - half-casters shouldn't expect all the books to be worth carrying. We could take Bedlam away I guess - but then someone will describe a splendid use case for it that we failed to spend enough time testing.
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4) Randarts seem to be overly fond of elemental immunities compared to the original set. Compare 15 with an immunity in the original set (not counting the One Ring) to 22 with immunities in my randart set, 2 of which had double immunities.
Time to monte carlo this. 50% more is tolerable as an outlier, but it should be about three standard deviations out.
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8) I found an aggravating randart with a stealth bonus. I hope that stealth bonus didn't affect the artifact's power rating any!
That's interesting - something has broken remove_contradictory() then. Probably a long time ago, but nobody noticed until now. Thanks for the heads-up.
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Old April 1, 2011, 04:19   #6
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Okay, this one's a bit more serious. If you have a stack of at least two items with charges (in my case, staves of Detect Invisible), and you throw one away (not drop), then the thrown item has as many charges as were in the stack initially. By iterating this you can stick as many charges as you like onto the item.
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Old April 1, 2011, 14:04   #7
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Quote:
Originally Posted by Derakon View Post
Okay, this one's a bit more serious. If you have a stack of at least two items with charges (in my case, staves of Detect Invisible), and you throw one away (not drop), then the thrown item has as many charges as were in the stack initially. By iterating this you can stick as many charges as you like onto the item.
Ticket #1387 - thanks.
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Old April 1, 2011, 14:54   #8
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Originally Posted by Derakon View Post
Okay, this one's a bit more serious. If you have a stack of at least two items with charges (in my case, staves of Detect Invisible), and you throw one away (not drop), then the thrown item has as many charges as were in the stack initially. By iterating this you can stick as many charges as you like onto the item.
Nice exploit!
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Old April 2, 2011, 02:54   #9
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I forget, do we have an extant bug report for "massive money drops" yet? I just found 32767 gold pieces' worth of adamantite, which is just a slightly suspicious number. Dropped by a catoblepas at 1750'.
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Old April 2, 2011, 03:47   #10
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Quote:
Originally Posted by Derakon View Post
I forget, do we have an extant bug report for "massive money drops" yet? I just found 32767 gold pieces' worth of adamantite, which is just a slightly suspicious number. Dropped by a catoblepas at 1750'.
Isn't money stored in longs? That looks like a signed 16 bit maximum, which should be the case for ints (on some systems), right?
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