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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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Issues on current master
I have now collected all (I think) the bugs on the old thread, and put them on the bugtracker. Note that there has been an update to the new status effects since any issues with them have been reported, so I am not currently counting anything related to them as a bug.
Please report new issues on this thread now; checking that bug list to see if your bug is already reported would be helpful too. I am hoping to get some of the worst ones (like the repeated randart bug) fixed fairly soon; I will report here as new builds go up.
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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 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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With the pathfinding changes, breeders now seem to wake up and start breeding explosively before you're even close enough to see them. I'm wandering the early levels at the moment and keep running into sections overrun by big mobs of mice.
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#3 |
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OK, I probably need to either make them sleep longer, or nerf their hearing. Or both.
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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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#4 |
Swordsman
Join Date: May 2016
Posts: 330
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monster_can_hear_or_smell():
Code:
if (mon->race->smell > cave->scent.grids[mon->fy][mon->fx]) return true; edit: and, I guess, the noise too? Last edited by t4nk; April 23, 2017 at 07:27. |
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#5 | |
Knight
Join Date: Jan 2017
Posts: 934
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Didn't see this thread, I'll just copy/paste part of what I posted on the other one:
Quote:
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#6 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,114
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i also notice a *much* larger number of breeders.
EDIT: are any of the older nightlies being kept? for example, say, 638-g1-dce88. it was stable and didnt have the same-artifact bug which is all the newer releases. i'm looking here: http://rephial.org/nightlies but can only find back to march 19. i can't tell if there is a major difference in pathing, but i'm under the impression that i can kite mobs easier, now. Last edited by Sky; April 24, 2017 at 00:01. |
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#7 |
Knight
Join Date: Jan 2008
Posts: 526
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I guess what would balance status effects is if you had to decide on investing in status effects vs investing in other stuff. But having to dedicate an inventory slot to status effects isn't enough of a tradeoff, the drawback is always smaller than the benefit. If the tradeoff was like 'your melee attacks are worse, but you can reliably land confuse on enemies' then it would be more of a meaningful decision. (Maybe Crawl's design philosophy should be an inspiration here.)
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#8 | |
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Quote:
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#9 |
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OK, new builds up on the nightlies page. These probably will break your savefile.
Changes:
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#10 | |
Knight
Join Date: Jan 2017
Posts: 934
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Quote:
The fix is to allow monsters a save. That's it. |
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