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Old January 27, 2011, 12:48   #11
PowerWyrm
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Quote:
Originally Posted by Timo Pietilš View Post
I'm not very concerned about other bugs (haven't seen many), but that "8" tile bug in greater vaults should be fixed ASAP. Last CGV was so huge disappointment that in next vault which contained Kavlax I didn't care if my char survives or not, I took a chance with mentality of "who cares what happens". He died, of course.

I mean killing monster several dlvls OoD which you wouldn't usually even try to tackle with inside no less than legendary CGV, and get "quarterstaff (1d9) (+2,+4)".
IIRC this has been changed a while ago when refactoring the dungeon code. Changeset r306 in SVN introduced new dungeon generator code, and changeset r612 reverted it. Unfortunately, a change inside build_vault() was missed by the revert operation, and the "8" tile now uses apply_magic with FALSE for its "great" parameter, generating a lot of "good" items instead of excellents. I even applied the change for my variant, thinking it was actually a feature... Tell me that it's a bug, so I can put excellent items back in GVs
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Old January 27, 2011, 14:29   #12
Timo Pietilš
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Quote:
Originally Posted by d_m View Post
The nightlies have this fixed, and Derakon is right that it's a trivial change--I can provide a patch to anyone who wants it.
Just to make sure, is this all that you need to do:

(generate.c)

Code:
				/* Nasty monster and treasure */
				case '8':
				{
					place_monster(y, x, p_ptr->depth + 40, TRUE, TRUE);
<-					place_object(y, x, p_ptr->depth + 20, TRUE, FALSE);
->					place_object(y, x, p_ptr->depth + 20, TRUE, TRUE);
					break;
				}
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Old January 27, 2011, 14:33   #13
d_m
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Quote:
Originally Posted by Timo Pietilš View Post
Just to make sure, is this all that you need to do:

(generate.c)

Code:
				/* Nasty monster and treasure */
				case '8':
				{
					place_monster(y, x, p_ptr->depth + 40, TRUE, TRUE);
<-					place_object(y, x, p_ptr->depth + 20, TRUE, FALSE);
->					place_object(y, x, p_ptr->depth + 20, TRUE, TRUE);
					break;
				}
Yes, that's correct.
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Old January 27, 2011, 14:59   #14
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Quote:
Originally Posted by PowerWyrm View Post
IIRC this has been changed a while ago when refactoring the dungeon code. Changeset r306 in SVN introduced new dungeon generator code, and changeset r612 reverted it. Unfortunately, a change inside build_vault() was missed by the revert operation, and the "8" tile now uses apply_magic with FALSE for its "great" parameter, generating a lot of "good" items instead of excellents. I even applied the change for my variant, thinking it was actually a feature... Tell me that it's a bug, so I can put excellent items back in GVs
Thanks for the detective work - I had no idea it was that long ago. That means that all of the 3.0.9 and 3.1.x releases have this bug!
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Old January 28, 2011, 13:23   #15
Timo Pietilš
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Quote:
Originally Posted by Timo Pietilš View Post
I mean killing monster several dlvls OoD which you wouldn't usually even try to tackle with inside no less than legendary CGV, and get "quarterstaff (1d9) (+2,+4)".
Apparently RNG is feeling sorry for that.

First Smeagol drops Broadsword of flame (3d5) (+8,+9), then at the 400' I find Thalkettoth which made early levels easy, then close to stat-gain I get Dal-i-Thalion from Ufthack which put me at speed +8. Can't dive fast enough.

Then at the stat-gain bought a stack of deep descent from BM and dived like crazy with them.

"looks like any other level" -hmmm what's that, there are a lot of monsters there. Looks like a vault (it is, LV with bunch of pushovers).

Identifying jeweled crown: telepathy! Finally I can use something else than (blessed) as main weapon.
Identifying chain mail: Rohirrim. Great! now to find some decent weapon
Identifying long sword: Ringil. My second artifact weapon is fracking Ringil! First was *thanc of some sort, which didn't beat that broadsword Smeagol gave me.

I have found it before quite a few times, but never at the situation where I was still using low-level ego-weapons as main weapon.

[EDIT] I mean I haven't even seen Westernesse or HA yet, and only one +1 extra blows which was weaker than that flame broadsword.

Last edited by Timo Pietilš; January 28, 2011 at 13:29.
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Old January 28, 2011, 14:55   #16
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Quote:
Originally Posted by Timo Pietilš View Post
Apparently RNG is feeling sorry for that.
Wow, congratuations!

I hope to hear you post about this character winning soon
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Old January 28, 2011, 15:23   #17
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It seems like people are finding Ringil a lot more than they used to. It used to be a once-every-few-dozen-games find, not quite as rare as the One Ring but still very uncommon. Now it seems like it's more on the order of once-every-five-games or somewhere around there.
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Old January 28, 2011, 15:27   #18
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Quote:
Originally Posted by Derakon View Post
It seems like people are finding Ringil a lot more than they used to. It used to be a once-every-few-dozen-games find, not quite as rare as the One Ring but still very uncommon. Now it seems like it's more on the order of once-every-five-games or somewhere around there.
I have never been able to find it through grinding the 90's... I've only found it a few times much shallower than that.
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Old January 28, 2011, 15:35   #19
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i recently found gelek grimo of powaer on dlvl 6 or some low place on a mage, eee!
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Old January 28, 2011, 20:02   #20
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Quote:
Originally Posted by Derakon View Post
It seems like people are finding Ringil a lot more than they used to. It used to be a once-every-few-dozen-games find, not quite as rare as the One Ring but still very uncommon. Now it seems like it's more on the order of once-every-five-games or somewhere around there.
you know...it's possible to determine how often you find Ringil relative to any other item/weapon of choice.
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