tinyrodent wrote:Bug? I polymorphed a lich into a naga. After killing the naga, a phylactery spawned.
Sas wrote:I have negated a troll and it still regenerates quickly.
Is that a bug?
Goratrix wrote:seed #1350749304
there is a vault on depth 2 that seems to be inaccessible... or is this some kind of new trick I haven't figured out?
tinyrodent wrote:I just had a game completely ruined because of accidentally pressing the shift-lock key. I went to 'a'pply something, and instead it went into 'A'utopilot mode (which I had never seen before). Before I knew what was going on, my +6 sword of speed was reduced to +2 by attacks on acid mounds.
Patashu wrote:Regeneration is not considered a negatable property.
fugori wrote:I'm certain this isn't new, but just because it's on my mind right now... if a turret is on a wall square that is the absolute border of the dungeon level, a staff of tunneling won't destroy it like it normally would.
DalaranJ wrote:The intensity of darkness is now much stronger. It's impossible to even see the wall in front of your nose until 50% of the duration has elapsed. I was forced to shoot my staff of lightning randomly to see my way around.
morphles wrote:It seems there is this, lets call it, ugly behavior. If you are going on auto run and you get health warning message pressing esc, will hide message(as I think any key), BUT auto run will resume and that can be enough to kill you. I'm not 100% sure that this happens, but from several times it seems to be the case.
enderale wrote:Just after some confirmation on whether or not this vault can be opened. Depth 2 NW corner seed #1350896587
if (player.status[STATUS_SHIELDED]) {
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - 10);
}
if (player.status[STATUS_SHIELDED]) {
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - player.maxStatus[STATUS_SHIELDED]/20);
if(!player.status[STATUS_SHIELDED])
player.maxStatus[STATUS_SHIELDED] = 0;
}
if (player.status[STATUS_SHIELDED])
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - max(1,player.maxStatus[STATUS_SHIELDED]/20));
if(!player.status[STATUS_SHIELDED])
player.maxStatus[STATUS_SHIELDED] = 0;
sorta-stupid wrote:At high levels, protection is, uh, a little glitched. It doesn't wear off in 20 turns; it's possible with a level 10 or so charm to have it recharge before it wears off, allowing you to build up shielding until the variable player.status[STATUS_SHIELDED] overflows the short type (I managed to starve to death due to my terrible damage output, and didn't get a recording out of frustration. But, it seemed to be around 3,200 hp, which is consistent with how the shielding variable appears to be stored as actual hp times 10).
Edit: Of course, I am also happy to run around with 3,200 spare HP in the bank
sorta-stupid wrote:At high levels, protection is, uh, a little glitched. It doesn't wear off in 20 turns; it's possible with a level 10 or so charm to have it recharge before it wears off, allowing you to build up shielding until the variable player.status[STATUS_SHIELDED] overflows the short type (I managed to starve to death due to my terrible damage output, and didn't get a recording out of frustration. But, it seemed to be around 3,200 hp, which is consistent with how the shielding variable appears to be stored as actual hp times 10).
Yeah, also player.maxStatus[STATUS_SHIELDED] isn't reset to 0 if shielding just expires, as far as I can tell. The only time it appears to be reset is when shielding expires due to damage, in combat.c. I think the fix to both would be to change the code in movement.c
- Code: Select all
if (player.status[STATUS_SHIELDED]) {
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - 10);
}
to something like
- Code: Select all
if (player.status[STATUS_SHIELDED]) {
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - player.maxStatus[STATUS_SHIELDED]/20);
if(!player.status[STATUS_SHIELDED])
player.maxStatus[STATUS_SHIELDED] = 0;
}
Edit: Of course, I am also happy to run around with 3,200 spare HP in the bank
Double edit: Better fix:
- Code: Select all
if (player.status[STATUS_SHIELDED])
player.status[STATUS_SHIELDED] = max(0, player.status[STATUS_SHIELDED] - max(1,player.maxStatus[STATUS_SHIELDED]/20));
if(!player.status[STATUS_SHIELDED])
player.maxStatus[STATUS_SHIELDED] = 0;
Goratrix wrote:The dart stacking bug (described in the release thread) is pretty nasty
psly4mne wrote:Going up the stairs from level N+1 to level N also reveals the other staircase on level N on the map, even if I've never seen it. Minor bug, but I've used it to find the stairs back if I fall through a hole.
Charms start out identified, but they're still considered valid targets for scrolls of identify. They should probably not be.
Joshua Day wrote:fugori wrote:I'm certain this isn't new, but just because it's on my mind right now... if a turret is on a wall square that is the absolute border of the dungeon level, a staff of tunneling won't destroy it like it normally would.
And because this messes with players who won't expect it, quite possibly ruining good runs, it's actually a really big problem.
sorta-stupid wrote:At high levels, protection is, uh, a little glitched.
thedrin wrote:I think I just got killed by by my highly enchanted charm of protection. It was a +10 charm, capable of absorbing 220+ points of damage... I'd apply the charm. Hit auto explore. Auto explore auto stops everytime a charm recharges so I'd be repeatedly applying it whenever I could.
Pender wrote:Joshua Day wrote:fugori wrote:I'm certain this isn't new, but just because it's on my mind right now... if a turret is on a wall square that is the absolute border of the dungeon level, a staff of tunneling won't destroy it like it normally would.
And because this messes with players who won't expect it, quite possibly ruining good runs, it's actually a really big problem.
I'm not as concerned about this. I think everyone agrees that the staff of tunneling is a very good item, not least because it can destroy turrets -- and no one seems to be arguing that it's underpowered on the whole. A few turrets can't be destroyed like that, just like a few monsters can't be killed by fire, one can't be harmed by physical weapons, one is very hard to kill with staff bolts, etc. Maybe the animation isn't explanatory enough when a tunneling bolt fails to destroy a border turret, though -- the bolt might reflect off of border tiles like a firebolt deflecting off of a golem, for example.
Autoquark wrote:Pender wrote:Joshua Day wrote:fugori wrote:I'm certain this isn't new, but just because it's on my mind right now... if a turret is on a wall square that is the absolute border of the dungeon level, a staff of tunneling won't destroy it like it normally would.
And because this messes with players who won't expect it, quite possibly ruining good runs, it's actually a really big problem.
I'm not as concerned about this. I think everyone agrees that the staff of tunneling is a very good item, not least because it can destroy turrets -- and no one seems to be arguing that it's underpowered on the whole. A few turrets can't be destroyed like that, just like a few monsters can't be killed by fire, one can't be harmed by physical weapons, one is very hard to kill with staff bolts, etc. Maybe the animation isn't explanatory enough when a tunneling bolt fails to destroy a border turret, though -- the bolt might reflect off of border tiles like a firebolt deflecting off of a golem, for example.
Surely this isn't about balancing the power of staves of tunnelling, it's about not surprising people with completely unexpected behaviour. Monsters which are immune to fire are labelled as such, and they are separate classes of monster. Having some turrets immune to tunnelling because they're at the edge of the map seems rather arbitrary - it feels like a bug, even if it's intentional, and as Joshua Day said, it could spoil your run in a way that feels really unfair.

element42 wrote:seed 131542056, there's some gold that looks like a wall. Or a wall that thinks it's some gold. I wasted a bit of nutrition trying to find out exactly where it was but quickly got bored!

pdw wrote:In seed #1351540609 on depth 8, there's a weird vault that can't be entered (as far as I can tell):
Sorry, typed in the seed wrong: should be 1351542056. Future ref: press ~ before screencap.tinyrodent wrote:Using that seed produces a different map entirely for me on 1.7.
no.patashu wrote:Was this played in brogue seed scummer?
element42 wrote:Sorry, typed in the seed wrong: should be 1351542056. Future ref: press ~ before screencap.tinyrodent wrote:Using that seed produces a different map entirely for me on 1.7.
tinyrodent wrote:element42 wrote:Sorry, typed in the seed wrong: should be 1351542056. Future ref: press ~ before screencap.tinyrodent wrote:Using that seed produces a different map entirely for me on 1.7.
I tried again but it still doesn't look anything like yours.
element42 wrote:Well, that's another bug! I replayed the seed and took another screenshot with the seed displayed, which I've put in the original post. I'm on OS X, can anyone else check to see what d2 looks like in that seed?

boa13 wrote:element42 wrote:Well, that's another bug! I replayed the seed and took another screenshot with the seed displayed, which I've put in the original post. I'm on OS X, can anyone else check to see what d2 looks like in that seed?
Here's how it looks under Windows XP 32-bits, same as yours basically, with gold in the wall too:
Note that I descended to level 2 as soon as I spotted the stairs, I barely explored level 1.
tinyrodent wrote:Related suggestion: allow Ctrl+V to paste a seed from the clipboard.
pdw wrote:In seed #1351540609 on depth 8, there's a weird vault that can't be entered (as far as I can tell):

FrannyMac wrote:in seed 1351707438 noticed two issues.
1. a cause fear fleeing monkey ally won't come back to be your friend - other allies do though? is this just monkey behaviour?
FrannyMac wrote:cool - thanks - I had noticed it a few times with monkeys ....but I am pretty awful at keeping allies alive, so probably hadn't had a chance to notice it with any others.
any thoughts on the non-vanishing floor? it was in the corner of a room with a bit of shallow water around, but obscured by the flaming zombie gas!
Creaphis wrote:Right now, potions of descent don't create chasm tiles if those tiles are already burning. I think it would be better if descent overruled fire so that you could use it to escape from burning bogs.
Personman wrote:There's a possible level generation bug visible in seed 1351741656, as seen below:
There was no scroll of shattering on this level, which I had thought was a requirement for the no-door treasure rooms. Additionally, the statue that should have let me see into the room was generated behind a wall, leaving me entirely in the dark as to where the key to the visible door might be, or how to get it.
fugori wrote:FrannyMac wrote:cool - thanks - I had noticed it a few times with monkeys ....but I am pretty awful at keeping allies alive, so probably hadn't had a chance to notice it with any others.
any thoughts on the non-vanishing floor? it was in the corner of a room with a bit of shallow water around, but obscured by the flaming zombie gas!
I think that's a bug from 1.6.4, too.
1-6-4-bugs-etc-t387.html#p4663Creaphis wrote:Right now, potions of descent don't create chasm tiles if those tiles are already burning. I think it would be better if descent overruled fire so that you could use it to escape from burning bogs.
Sas wrote:About IDing items.
When I have the last un-ID scroll in my pack the game doesn't automatically ID it, but if I use another scroll, the un-ID'd scroll would identify itself.
It doesn't really matter but I think when you can deduce by elimination which scroll/potion etc is in your pack the game should ID it for you.
For example, you quaffed detect magic and you have an un-ID'd bad scroll, you already read the other one, no reason this one won't ID itself.
Second thing, some wands don't identify properly, for example, I used a soft-ID (only detect magic) good wand at a monster and the monster disappeared, it was obviously teleportation but the game kept it un-ID'd.
I just now used an un-ID wand on a salamander that was standing in lava in hopes that it's negation.
It got the message "The Salamander is consumed by lava instantly" which to me means it's negation. But the game didn't ID it.
Karuku wrote:Sas wrote:About IDing items.
When I have the last un-ID scroll in my pack the game doesn't automatically ID it, but if I use another scroll, the un-ID'd scroll would identify itself.
It doesn't really matter but I think when you can deduce by elimination which scroll/potion etc is in your pack the game should ID it for you.
For example, you quaffed detect magic and you have an un-ID'd bad scroll, you already read the other one, no reason this one won't ID itself.
Second thing, some wands don't identify properly, for example, I used a soft-ID (only detect magic) good wand at a monster and the monster disappeared, it was obviously teleportation but the game kept it un-ID'd.
I just now used an un-ID wand on a salamander that was standing in lava in hopes that it's negation.
It got the message "The Salamander is consumed by lava instantly" which to me means it's negation. But the game didn't ID it.
While you've got a good point, I've avoided this problem by just (c)alling an item something, and letting it call all future items by that same name. Until this is changed (If indeed it ever is) I'd suggest (c)alling the crap out of everything that you have any reason to. Armor/weapons that have been negated, for example, I always name 'Uncursed'.
ggoDeye wrote:Someone pointed out (not sure whom or in what thread) that you can gain access to vaults with a staff of blinking and tunnelling. I can verify that the corners on at least some vaults that require keys can be tunneled away and then blinked into.
tinyrodent wrote:This might be a spoiler.But if you don't have tunneling... shatter works too. Good use for the charm of shattering. It's sometimes possible to take items from a series of nested vaults that would otherwise require taking a key instead.
ggoDeye wrote:Someone pointed out (not sure whom or in what thread) that you can gain access to vaults with a staff of blinking and tunnelling. I can verify that the corners on at least some vaults that require keys can be tunneled away and then blinked into.
fugori wrote:Not sure if this is a bug or not, but...
Just had a statue shatter on depth 31, seed #1351820512, and no monster popped out. It just shattered, nothing in it, end of story. Kinda weird.
Pender wrote:fugori wrote:Not sure if this is a bug or not, but...
Just had a statue shatter on depth 31, seed #1351820512, and no monster popped out. It just shattered, nothing in it, end of story. Kinda weird.
Hmm, yeah, it turns out there are no monster hordes eligible for bursting out of a statue that are allowed to appear on depths below 30 -- so you get empty statues. I'll fix that by letting dragons and tentacle horrors appear in statues from depths 29 on down.
Pender wrote:fugori wrote:Not sure if this is a bug or not, but...
Just had a statue shatter on depth 31, seed #1351820512, and no monster popped out. It just shattered, nothing in it, end of story. Kinda weird.
Hmm, yeah, it turns out there are no monster hordes eligible for bursting out of a statue that are allowed to appear on depths below 30 -- so you get empty statues. I'll fix that by letting dragons and tentacle horrors appear in statues from depths 29 on down.


imp_rover wrote:The weakness status is still a bit buggy: monster accuracy increases from weakness (it should decrease), and the amount of hits required to kill the player is reported incorrectly when viewing weakened monsters.

AMP wrote:Not sure if this is WAI, but I believe it shouldn't be. summoned blades won't enter Paralysis gas, I believe they aren't affected by it so not entering doesn't seem right. I've not checked other types of gas
Patashu wrote:AMP wrote:Not sure if this is WAI, but I believe it shouldn't be. summoned blades won't enter Paralysis gas, I believe they aren't affected by it so not entering doesn't seem right. I've not checked other types of gas
It's unusual but WAI, as without that conjuration + paralysis would be too strong
sorta-stupid wrote:I found this one a little while ago and just repeated it --
Seed 1352363054, there is a vault on depth 6 in which the staff doesn't display charges while on pedestal, nor does it auto-ID on pick up. Just a minor thing, but I'm not sure what causes it. SS after pickup here
Sas wrote:Weird bug with trap not displayed. The trap is supposedly to my east, hovering over it just says swamp gas, nothing about a trap.
Pender wrote:Sas wrote:Weird bug with trap not displayed. The trap is supposedly to my east, hovering over it just says swamp gas, nothing about a trap.
I need a seed number to track down level generation issues.
Sas wrote:Weird bug with trap not displayed.
Creaphis wrote:You can identify weapons killing spectral blades. That seems too easy somehow.
tinyrodent wrote:Jellies too.
Karuku wrote:I also was under the impression that all of the Jellies a single Jelly spawns count as a single entity. I'd never noticed weapons IDing against one regularly (Which one would do if they just fought one or two Jellies, tops). IIRC, for experience purposes, in 1.6.4, all of a Jellies' spawns would only grant experience upon termination of the last Jelly.
Sas wrote:Is this the intended behaviour?
It's not game breaking but it's pretty annoying
I'm referring to the blade appearing in the corner of the room I'm in.
Pender wrote:Sas wrote:Is this the intended behaviour?
It's not game breaking but it's pretty annoying
I'm referring to the blade appearing in the corner of the room I'm in.
Yes, summons appear in the closest eligible spot without regard to pathing distance. I agree that appearing in the closest eligible spot by pathing distance would be better, but I haven't gotten to it yet.
Pender wrote:fugori wrote:Not sure if this is a bug or not, but...
Just had a statue shatter on depth 31, seed #1351820512, and no monster popped out. It just shattered, nothing in it, end of story. Kinda weird.
Hmm, yeah, it turns out there are no monster hordes eligible for bursting out of a statue that are allowed to appear on depths below 30 -- so you get empty statues. I'll fix that by letting dragons and tentacle horrors appear in statues from depths 29 on down.
enderale wrote:I keep on having this irregular behaviour where 90% of the time I can't call my items anythning, the option is simply not there. THis is especially annoying when I have soft ID'd a bad scroll and cannot call it so I am forced to remember the actual name of the scroll.
sorta-stupid wrote:enderale wrote:I keep on having this irregular behaviour where 90% of the time I can't call my items anythning, the option is simply not there. THis is especially annoying when I have soft ID'd a bad scroll and cannot call it so I am forced to remember the actual name of the scroll.
Yes, I've noticed this weird behavior too, but for now here is the workaround: hit 'c' from *outside* the inventory screen.

fugori wrote:Check out the message stream: I had a dar who intentionally dove into lava. // Edit: it wasn't confused or anything.
Pender wrote:fugori wrote:Check out the message stream: I had a dar who intentionally dove into lava. // Edit: it wasn't confused or anything.
Based on the message stream, I surmise that you emerged from the lava while you were immune to fire onto the square that the dar ally was occupying, which caused him to swap places with you into the lava.
Needless to say, that's not ideal behavior, and I'm fixing it for 1.7.1.
ggoDeye wrote:I've been hit and killed by allies several times now. At first I only saw it happening with jellies and thought that I was just not noticing enemy jellies and was too lazy to scrutinize the recordings.
Just now I was killed by an allied phantom while resting. Neither confusion nor discord was involved. I guess this is what I get for trying to have a lich as an ally...
Has anyone else had this happen?
Pender wrote:ggoDeye wrote:I've been hit and killed by allies several times now. At first I only saw it happening with jellies and thought that I was just not noticing enemy jellies and was too lazy to scrutinize the recordings.
Just now I was killed by an allied phantom while resting. Neither confusion nor discord was involved. I guess this is what I get for trying to have a lich as an ally...
Has anyone else had this happen?
No, this is the first I've heard of it. Can you double-check the recording to make sure a hostile invisible phantom wasn't involved and share it if not?
ggoDeye wrote:I was on D5 and the text stated "Your phantom hits you." so it couldn't have been a naturally occuring phantom. Uploading the recording is a near impossibility due to firewall issues. I believe I have a similar recording on my laptop that I could upload later.
Pender wrote:Sorry, I can't seem to reproduce this. Can you explain exactly when the problem occurs, or how to reliably make it occur?
sorta-stupid wrote:At high levels, protection is, uh, a little glitched.
Sas wrote:In combat.c in hitProbability when calculating accuracy there's an overflow risk and accuracy becomes negative if netEnchant returns a value greater than 165.1
In which case, the hitProbability is zero and a ridiculously over enchanted (by cheating) weapon will always miss.
There's no reason accuracy will be negative, so if it's negative there's probably have been an overflow, but an overflow can also bring the value of accuracy between 0 and 100.
ggoDeye wrote:A jackal can only move 1 square in the same turn that it wakes up, but a wraith can move two squares or move one and attack in the same turn it wakes up.
I'm not sure if this is a bug so much as inconsistent behavior.
Patashu wrote:ggoDeye wrote:A jackal can only move 1 square in the same turn that it wakes up, but a wraith can move two squares or move one and attack in the same turn it wakes up.
I'm not sure if this is a bug so much as inconsistent behavior.
I predict that the jackal woke up on its second attempt, and the wraith woke up on its first.

Goratrix wrote:A slightly dysfunctional trap:
The poor mirrored totem was generated out of sight of the glyphs, nothing he could do to prevent me taking the key
ggoDeye wrote:I've been hit and killed by allies several times now. At first I only saw it happening with jellies and thought that I was just not noticing enemy jellies and was too lazy to scrutinize the recordings.
Just now I was killed by an allied phantom while resting. Neither confusion nor discord was involved. I guess this is what I get for trying to have a lich as an ally...
Has anyone else had this happen?



tinyrodent wrote:More of a feature request than a bug; and perhaps mentioned already. But please make it so that pathing does not automatically travel over hazards while immune. For example just now I was levitating from identifying potions, pressed '<' to travel back to the stairs, then got warning "better head back to solid ground". At this point I was in the middle of a lava field with just 1 or 2 turns of levitation remaining. Fortunately I had a charm of teleportation...
ggoDeye wrote:tinyrodent wrote:More of a feature request than a bug; and perhaps mentioned already. But please make it so that pathing does not automatically travel over hazards while immune. For example just now I was levitating from identifying potions, pressed '<' to travel back to the stairs, then got warning "better head back to solid ground". At this point I was in the middle of a lava field with just 1 or 2 turns of levitation remaining. Fortunately I had a charm of teleportation...
My experience with this is that the game gives you that warning when you have exactly as many turns of the effect left as needed to get back to safety.
Creaphis wrote:EDIT: Also, I'm pretty sure that the increased listed accuracy of weakened monsters isn't just a display bug - in my experience they become more accurate as weakness increases
short monsterAccuracyAdjusted(creature *monst) {
short retval = monst->info.accuracy * pow(WEAPON_ENCHANT_ACCURACY_FACTOR, 2.5 * (float) monst->weaknessAmount);
return max(retval, 0);
}
tinyrodent wrote:An entranced eel cannot be forced into a chasm. Bug?
tinyrodent wrote:An entranced eel cannot be forced into a chasm. Bug?
sorta-stupid wrote:Runic weapons just say "sometimes" IIRC instead of a percent until the enchant level is IDed. It's a super-minor thing, but it was probably intended to be consistent.
Sas wrote:Ally descend really far away from the stairs, they were adjacent when I took the stairs down though.
Seed is the conjuration contest. Seed 17152689
ggoDeye wrote:I believe this is working as intended and will always happen when the stairs leads to a bog.
Sas wrote:It's true that a Salamander ally will cause havoc if allowed to descend into a bog, but it's a good way of learning that salamander allies are suicide.
Joshua Day wrote:Sas wrote:It's true that a Salamander ally will cause havoc if allowed to descend into a bog, but it's a good way of learning that salamander allies are suicide.
And you do get a turn to go back up and decide to jump down a chasm somewhere. I really think that salamanders need something to make them worth the hassle, because they pose such an excellent challenge for an ally build.
Joshua Day wrote:Sas wrote:It's true that a Salamander ally will cause havoc if allowed to descend into a bog, but it's a good way of learning that salamander allies are suicide.
And you do get a turn to go back up and decide to jump down a chasm somewhere. I really think that salamanders need something to make them worth the hassle, because they pose such an excellent challenge for an ally build.
fugori wrote:what is MONST_IMMUNE_TO_WATER even used for?
fugori wrote:nagas can go swimming
Goratrix wrote:fugori wrote:what is MONST_IMMUNE_TO_WATER even used for?
This:fugori wrote:nagas can go swimming
andrewdoull wrote:Give them (and will'o'wisps, fire dancers) immunity to explosions? That'd at least give you a chance of clearing a bog in combination with Entrancement. I'm also not sure whether there's a minimum gas level threshold below which you don't get an explosion when the gas catches fire, but you'd need that as well to allow a bog to stay cleared.
Joshua Day wrote:Give them (and will'o'wisps, fire dancers) immunity to explosions? That'd at least give you a chance of clearing a bog in combination with Entrancement.
Joshua Day wrote:I'm also not sure whether there's a minimum gas level threshold below which you don't get an explosion when the gas catches fire, but you'd need that as well to allow a bog to stay cleared.
Goratrix wrote:Looks like submerge is the "disappear ability" of Eels and Krakens, whereas Nagas can only swim on the surface of deep water, always visible.
Creaphis wrote: If anyone wants to hear them, here are my suggestions:
-Captive trolls shouldn't appear before depth 15, captive horrors shouldn't appear before depth 25.
Sas wrote:Creaphis wrote: If anyone wants to hear them, here are my suggestions:
-Captive trolls shouldn't appear before depth 15, captive horrors shouldn't appear before depth 25.
Oh no, you don't.
Lomaxx wrote:Not a bug, but a flaw IMHO: When you drank a potion of detect magic, then you can not look at items on the map anymore getting the message "you remember seeing a .... here."
ggoDeye wrote:Lomaxx wrote:Not a bug, but a flaw IMHO: When you drank a potion of detect magic, then you can not look at items on the map anymore getting the message "you remember seeing a .... here."
Yeah, this drives me nuts. Also that items on the ground in LOS don't tell you if they're positive, neutral or negative unless you pick them up. I just move so that they're out of LOS and then try to memorize the pattern in a vault.
Creaphis wrote:Blessed and cursed equipment could simply be rendered blue and red instead of the standard yellow.
ggoDeye wrote:Lomaxx wrote:Not a bug, but a flaw IMHO: When you drank a potion of detect magic, then you can not look at items on the map anymore getting the message "you remember seeing a .... here."
Yeah, this drives me nuts. Also that items on the ground in LOS don't tell you if they're positive, neutral or negative unless you pick them up. I just move so that they're out of LOS and then try to memorize the pattern in a vault.
ggoDeye wrote:Sas wrote:Creaphis wrote: If anyone wants to hear them, here are my suggestions:
-Captive trolls shouldn't appear before depth 15, captive horrors shouldn't appear before depth 25.
Oh no, you don't.
I think D12 for trolls and D23 for horrors should suffice. I chose these depths because I never seem to have much luck when I find them this deep or deeper.
Lomaxx wrote:When I try to start a certain seed, like the one from the current weekend-contest (comes with a screenshot for comparison), on my linux-gentoo-x86-pc from command-line by e.g. running "./brogue -s 2304330776", then I get a different dungeon than expected. When entering the same number ingame, then I get the same as shown in the screenshot.
Theoretically this might be caused by something like my personal bash-environment, but I doubt it. Would be nice if someone else could verify this bug.
The benefit of using the command-line is the ability to copy/paste, which would be a nice feature for the ingame seed-prompt too.
Creaphis wrote:Goblin mystics don't summon spectral blades.
Creaphis wrote:If a kraken's got a hold on you, entrancing it and moving away doesn't work. You get the standard "you struggle" message and then neither the @ or the K moves an inch. I guess this could be working as intended, but it's been argued elsewhere that the staff of entrancement is an "adventure game item" and every clever use for it should work. Also, a mere attempt to move is usually enough to get a monster to mirror your attempted movement - entranced monsters will move even if you simply attack a monster in melee or attempt to move while stuck in a web.
Entrancement still doesn't last as many turns as the item description says it should.
Creaphis wrote:Allied liches still don't generate phylacteries when they burn to death.
Yes, I'm messing around with polymorph + domination again.
andrewdoull wrote:ggoDeye wrote:Sas wrote:Creaphis wrote: If anyone wants to hear them, here are my suggestions:
-Captive trolls shouldn't appear before depth 15, captive horrors shouldn't appear before depth 25.
Oh no, you don't.
I think D12 for trolls and D23 for horrors should suffice. I chose these depths because I never seem to have much luck when I find them this deep or deeper.
This an issue with captives being generated as out of depth monsters - which IMHO shouldn't be the case.
Creaphis wrote:A spiders shooting web above deep water from a deep water trap instantly resets the ground underneath the webs to ordinary dungeon floor.
DalaranJ wrote:seed 1352436300 depth 6
This door guardian vault doesn't trigger identification on staff pickup.
Pender wrote:Creaphis wrote:Allied liches still don't generate phylacteries when they burn to death.
Yes, I'm messing around with polymorph + domination again.
Well, the mechanical reason why this is the case is the same as the reason that vampire bats don't generate vampires when you dominate them and they die. Just as the vampire bat won't have been generated by a vampire's summon, the lich won't have been generated by a phylactery's summon. Similarly, a monster polymorphed into a phoenix won't drop an egg when it dies. No promises when this will be fixed...
Creaphis wrote:Pender wrote:Creaphis wrote:Allied liches still don't generate phylacteries when they burn to death.
Yes, I'm messing around with polymorph + domination again.
Well, the mechanical reason why this is the case is the same as the reason that vampire bats don't generate vampires when you dominate them and they die. Just as the vampire bat won't have been generated by a vampire's summon, the lich won't have been generated by a phylactery's summon. Similarly, a monster polymorphed into a phoenix won't drop an egg when it dies. No promises when this will be fixed...
Oh, so it would work correctly if I dominated a natural lich? That's good to know actually.
EDIT: Could this be fixed just by having polymorph generate phylacteries? I guess that would be weird flavour-wise.
andrewdoull wrote:DalaranJ wrote:seed 1352436300 depth 6
This door guardian vault doesn't trigger identification on staff pickup.
Pender: I ran into this problem developing these types of rooms for UnBrogue. IIRC its because I allowed an outsourced item which is not a key to appear as place of a key in nested library. I ended up having to split ADOPT_ITEM into ADOPT_ITEM_KEY and ADOPT_ITEM_NONKEY and allow nested libraries to only ADOPT_ITEM_KEY.
fugori wrote:Hey, I was hoping for a quick confirmation:
I think it's fairly well known that fear and allies don't mix well.
The last time I tested this out in 1.7 some of my allies would recover from fear and return to ally status, and some would become wandering. I couldn't really tell why. I have just assumed it's a coin flip and adjusted scroll identification strategy to reduce the risk of accidentally causing fear on my allies (which was also a good move for mitigating the risk of reading negation, so whatever).
Is this a bug? A feature? An acceptable thingy? I was just hoping for confirmation. Does anyone know the exact trigger that causes some allies to return to ally status and some to become wandering?
Creaphis wrote:Oh, so it would work correctly if I dominated a natural lich? That's good to know actually.
EDIT: Could this be fixed just by having polymorph generate phylacteries? I guess that would be weird flavour-wise.
andrewdoull wrote:Creaphis wrote:A spiders shooting web above deep water from a deep water trap instantly resets the ground underneath the webs to ordinary dungeon floor.
From what I know of the code, this is going to be one of those incredibly annoying edge cases that will require a significant change (adding another dungeon layer) to fix.
roguewombat wrote:Hey guys, I found a reminder in my phone from a while back and can't remember if I reported this already (or if someone else has). I had a game a while back where I poisoned a goblin mystic to death. His spectral blades that remained did not die off when he died like they would from a melee death.
Creaphis wrote:Interesting. That's the maximum value for a 4-byte signed integer, so I guess the variable for the -s argument isn't typed properly.
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