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Old September 15, 2019, 16:28   #141
wobbly
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Quote:
Originally Posted by Derakon View Post
So a half-troll warrior will likely start with a skill of 10, and end with a skill of probably around 55-60, assuming decent-but-not-great INT. Similarly, a gnome warrior will start with a skill of 40 and end with a skill of around 80. In both cases their INT has a trivial impact.
I'm not a huge fan of how the calcs are set-up now for this reason. It's fine that int is the least important stat on the warrior, but I'd prefer to be seeing a noticeable gain in devices for high int (& save for high wis).

I also would love to see gnome warriors stand out more as a device warrior & have more of a niche then just being a challenge race for that class. Yes they certainly have better fails then the half-troll, but it doesn't really stand out the way it does when you play gnome mage or gnome rogue.
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Old September 15, 2019, 18:35   #142
Pete Mack
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Wobbly--
This used to be the case, in 3.0.x. The original device fail rate was a lot more sensitive to modest skill boosts
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Old September 19, 2019, 16:39   #143
backwardsEric
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segmentation fault in hit_trap()

With 4.2.0 on Mac OS X 10.14.6, walking into an unseen trap triggered a segmentation fault. It was in a checkerboard half pillar room on level 4. The end of the call stack reported by Apple's crash reporter was:

Code:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   org.rephial.angband           	0x00000001090e50f7 hit_trap + 583
1   org.rephial.angband           	0x000000010909b68a monster_swap + 522
2   org.rephial.angband           	0x0000000109052b7d move_player + 621
3   org.rephial.angband           	0x0000000109052eae do_cmd_walk + 318
4   org.rephial.angband           	0x0000000109053f41 process_command + 369
5   org.rephial.angband           	0x00000001090540ef cmdq_pop + 111
6   org.rephial.angband           	0x0000000109063af9 process_player + 377
7   org.rephial.angband           	0x0000000109063e8e run_game_loop + 46
8   org.rephial.angband           	0x00000001090efe32 play_game + 258
Using the save file with a version compiled with debugging symbols indicates the trap is an ancient mechanism. What seems to be happening is the initial effect_do() gets called. Then when the extra effects of the trap are evaluated, the contents of *trap are no longer valid (from the initial effect_do()?) setting the stage for a crash.

Edited for extra information from debugging and replaced "hitting" with "walking into" for clarity.

Last edited by backwardsEric; September 19, 2019 at 17:59.
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Old September 19, 2019, 22:14   #144
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Quote:
Originally Posted by backwardsEric View Post
Using the save file with a version compiled with debugging symbols indicates the trap is an ancient mechanism. What seems to be happening is the initial effect_do() gets called. Then when the extra effects of the trap are evaluated, the contents of *trap are no longer valid (from the initial effect_do()?) setting the stage for a crash.
Thanks for the excellent report.
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