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Old January 17, 2018, 02:29   #241
Ighalli
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I've seen monsters miss with bolts and arrows in the version that added the priest class. I was playing a priest and am sure that no one was confused when it happened. At least, I'm really sure I didn't apply any status effects.
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Old January 17, 2018, 09:05   #242
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Quote:
Originally Posted by Sky View Post
ok, this is really weird and worrying me.

this never-hit-before master rogue just shot in the wrong direction. Also, it's moving erratically. looks like most mobs are just randomly moving to the side and shooting in weird directions. angband-4.1.2-38-g4920786
So that's the version prior to the new priest and the same I have installed. I just used a test character and summoned a colbran... which managed to cast lightning bolts at empty spaces and yeah it also moves erratically instead of just meleeing the character. It's with a human warrior... so clearly it's a more general problem.

Now trying with the official 4.1.2 release... nope, our colbran friend aims perfectly and never moves erratically. So the bug introduced is somewhere between the two releases.

And with the angband-4.1.2-17-g17fe904 release... no problem. So it's clearly related to the new changes concerning druids.
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Old January 17, 2018, 09:42   #243
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Had to do with recent change concerning confuse status effects... The code was checking if the monster was actually confused... but now it's not the case anymore so it assumes monsters are always confused

See commit 976c245. The level is given by:

Code:
return MIN((mon->m_timed[effect_type] / divisor) + 1, 5);
So that's between 1 and 5, 1 when a monster is not confused. Looking at the code, this roughly gives 40% chance of monsters failing spells, aiming randomly and moving erratically.
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Old January 17, 2018, 10:06   #244
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Quote:
Originally Posted by PowerWyrm View Post
Had to do with recent change concerning confuse status effects... The code was checking if the monster was actually confused... but now it's not the case anymore so it assumes monsters are always confused

See commit 976c245. The level is given by:

Code:
return MIN((mon->m_timed[effect_type] / divisor) + 1, 5);
So that's between 1 and 5, 1 when a monster is not confused. Looking at the code, this roughly gives 40% chance of monsters failing spells, aiming randomly and moving erratically.
Aha, thank you, that makes sense. I have also changed how ?MonsterConfusion works, and was looking there.
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Old January 17, 2018, 11:22   #245
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OK, build page now has new builds with the confusion problem fixed, and also graphics kind of fixed (books will be all ASCII, but everything else should be OK).
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Old January 17, 2018, 11:42   #246
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Is the save file compatible by any chance ? I have a mid game druid and dont want to start over, but also am annoyed by the erratic movements.
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Old January 17, 2018, 11:49   #247
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Is the save file compatible by any chance ? I have a mid game druid and dont want to start over, but also am annoyed by the erratic movements.
Should be compatible with the previous build, might not be with earlier ones.
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Old January 17, 2018, 12:25   #248
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Quote:
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OK, build page now has new builds with the confusion problem fixed, and also graphics kind of fixed (books will be all ASCII, but everything else should be OK).
Concerning graphics, you also need to add entries for Druid in the xtra-xxx.prf files.
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Old January 17, 2018, 13:27   #249
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Priests:

- Minor Healing is way too powerful (heals 60% of wounds at level 50 for 2 mana???)
- Heroism duration is displayed as "d-10" at low level
- cannot learn any of the spells past level 30...
- where is the 5th book???
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Old January 17, 2018, 13:33   #250
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- where is the 5th book???
From class.txt:

book:nature book:dungeon:[Wrath of the Valar]:5:divine

Duh...

(and this also explains why you couldn't learn all the spells)
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