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Old April 18, 2010, 05:51   #1
will_asher
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Announce DaJAngband 1.2.1 bugfix update released

The following bugs have been (hopefully) fixed since 1.2.0:

monster generation messiness (including very few >L50 monsters, inappropriate escorts & pit monsters, etc)
crash when recalling non-specific statue (like from knowledge menu)
sometimes when monsters come back from the dead, the PC goes into limbo.
pseudo and stacking for grenades doesn't work correctly
possible to randomly teleport onto a trap door
sleep monster wakes up sleeping monsters that resist

I can't seem to get a direct download link from google sites, so just go to the homepage link in my sig to download.

We should be able to start over with the competition now.
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Old April 18, 2010, 13:59   #2
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Huzzah for bug killing, thanks for the hard work!
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Old April 22, 2010, 05:57   #3
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DaJAngband site is updated with DJA v1.2.1b fixing one more bug having to do with the sleep monster spell not working properly.
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Old April 22, 2010, 14:25   #4
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Is this really fixed? My wands of wonder just sleeped a naga twice by stone to mud and hasting it. I copied over the ini and the save, also the wand was dropped before the fix if that matters.
edit: Also works with spear of light and light room, but not with acid bolt or lightning bolt.

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Old April 24, 2010, 03:07   #5
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I know that monsters can appear in town, but should uniques. The problem isn't that they are too dangerous, but that they are too easy to kill (or avoid) there.
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Old April 25, 2010, 19:37   #6
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Oddity... The Bugear - "A cross between an orc and bear..." - "This bug normally found on DL10..."

Possible bug... When wielding a spear as my primary weapon, I can't throw it.

Nother bug... Staff of Summoning (+8,+4) for sale in the Black Market for 0 gold.
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Old April 26, 2010, 02:50   #7
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Anyone intrested in items and not so much intrested in a fair game can open a chest infinite times by stacking two of them, disarming them from on top with trap/door destruction, opening the first from the top. Then the second one can be opened infinite times while standing next to it Just found that one out by accident when puddings dropped multiple chest in one of those checkerboard rooms

Also static/physics/life drain hounds should be Z (I guess), but are % (elementals)
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Old April 28, 2010, 01:54   #8
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That update only fixed one of the sleep-related bugs. I haven't found the cause of the more serious sleep-related bug yet (haven't had a chance to look at the code much).

I've seen that bug with a bad type of staff with combat pluses on sale for 0 gold and haven't found the cause of it yet either.

There are two dungeon uniques which may sometimes appear in town (Ted Sandyman and Bill Ferny). True, they are easier to kill there, but their XP reward is also reduced when they appear in town, and obviously their potential drops are better if you kill them in the dungeon.

I haven't seen that chest bug yet. I'll look for it next time I get a chance to do bug-fixing in the code.

The three types of dl100+ hounds are % because all of the colors for Z were already used and I wanted to make them stand out as something more dangerous than any earlier hounds. I thought I had that in the documentation somewhere that % = elementals OR endgame hounds, but I may have forgotten to do that.

I haven't made a way to throw your primary weapon because I didn't think anyone would want to leave themselves unarmed by doing that.

thanks for the bug-reporting. Having a job kindof stinks because it seems like I have so little time for anything else, but then not having an income stinks worse...
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Old April 29, 2010, 21:26   #9
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DaJAngband 1.2.1c bugfix update

YA bugfix update:
This should fix that bug that makes all monsters narcoleptic.

I also tweaked ESP so that the range is increased for monsters which are in line of sight. Haven't looked at the chest bug or the 0-gold staff for sale bug yet...

EDIT: Don't buy one of those (+x +x) staffs on sale for 0 gold. I tried it and it made the game crash.

Download link:
http://sites.google.com/site/dajangb...edirects=0&d=1
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Old April 29, 2010, 21:44   #10
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Thanks again for the quick fix.

I'm not sure if this is really an ESP problem. Maybe that's how it is intended but I feel that even without ESP I should be able to see a monster that is in the same (lit) room unless it is invisible or very steahlthy.
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