Angband Bugreports |
If you find a bug then report it to me at rr9@thangorodrim.net. I can't fix the bug if I don't know of it.
You should include the following informations in your bugreports:
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Description: There's a misfeature in the AI code that really needs fixing. Monsters cast spells twice as often as they're supposed to, because spells can fail.
Fix: (by Julian Lighton) I just hacked up a patch to reduce the rate to something higher, but not absurd. (Or you might just remove the bit entirely.)
*** melee2.c.old Mon Apr 10 21:37:01 2000 --- melee2.c Mon Apr 10 21:39:09 2000 *************** *** 727,736 **** else { /* Do spells more often, because they can fail */ ! if (rand_int(100) >= 2 * chance) return (FALSE); /* Sometimes forbid innate attacks (breaths) */ ! if (rand_int(100) >= chance) no_innate = TRUE; } #else --- 727,736 ---- else { /* Do spells more often, because they can fail */ ! if (rand_int(100) >= (5 * chance) / 4) return (FALSE); /* Sometimes forbid innate attacks (breaths) */ ! if (rand_int(100) >= (chance / 4)) no_innate = TRUE; } #elseStatus: Testing fix.
Description: See above.
Fix: temple_blessed.diff
Description: When I offer a pseudo-id'ed item to a shopkeeper, but refuse to sell it, the pseudo-id is removed.
Fix: store_pseudo_id.diff
Description: When the high scores are displayed when saving the game, an entry is missing. For example, if the character would be rank 12, the displayed high score entries are: 1, 2, 3, 4, 5 10, 11, fake, 12, 13 15, 16, 17, 18 Entry 14 is missing.
Fix: display_scores.diff
Description: The 10% sales tax for selling with auto-haggling isn't applied when the final offer would be above the shopkeepers purse. Effect (assuming a pures of 5k): item price 4999, -10% sales tax, you get 4499 item price 5001, no sales tax, you get 5000 (i noticed this opne with a brand spell in Z. One item sold for 4450, another one with 1 more enchantment was 5000).
Description: Random artifact armor sometimes has 'weapon-like' attributes like slays, no base armorclass, or a tunneling bonus.
When loading a savefile for a dead character, the random artifact code (scramble(), init3.c) is called twice: Once after loading the file, and a second time after the character generation. In normal sessions (new save file, or loading an alive character) it is called only once.
Effect: When you find an artifact during your first play session (new character, old safe file), it looks ok. But after saving and reloading the game, it is messed up. You get things like armour with weapon attributes. (Seems like sval/pval and some other values are from the first double-scrambled version, but the item flags are from the current a_info[]) Artifacts found in later sessions are no problem.
Fix: randart_load.diff
Description: The list of changes 2.8.3->2.8.5 mentions "Repeat last command", 'n' in original, '[' in roguelike keyset. That's not true. At least in my Windows version, it's Ctrl-v in both keysets. (The command is implemented, but doesn't get activated by the correct keys).
Description: The item indices in shops are a-l and m-x, but the char-dump displays a-l and a-l.
Fix: home_items.diff
Description: The "object recall" window does not refresh when certain things change, such as when a spell becomes "learned" or "tried" for the first time. Also, messages do not show up in the "message recall" window at the start of the game until after the first message is dumped.
Hitting "Ctrl+R" fixes both symptoms.
Fix: refresh_recall_windows.diff
Description: The display for flags3 in the wizard mode shows wrong item flags.
Fix: wizard_flags.diff
Description: Walking into a stuck door bashes the door (which might throw you off-balance). The alter command should probably try to open the door (and tell you that the door is stuck) instead of the potentially dangerous bashing.
Fix: bash.diff
Description: Wands of light and the corresponding spell display a message about a "blue shimmering line" but the actual spell effect is orange.
Description: The colors of the tiles for the various spell effects are wrong.
Description:
Let's say your stack of items on the floor is this:
a) A Small Sword (1d6)
b) A Potion of Strength
c) A Long Bow (x3)
d) A Potion of Salt Water
e) A Scroll of Word of Recall
You are standing on the stack, and want to quaff the Potion of Strength, so you hit "q" "-". The following (or something like it) appears:
Quaff which item (a-b):
a) A Potion of Strength
b) A Potion of Salt Water
However, "a" and "b" do not work. Rather, "b" and "d" (the item letters for the stack) must be used.
Also, "g"et should not pick up the entire stack, but should ask for a prompt like in ZAngband.
Fix: easy_floor.diff
Fix: aggravate.diff
Fix: recall_rubble.diff
Description: It appears as though monsters which can pass through walls, or destroy walls (ghosts and umber hulks) make use of the "flow towards player" information when fleeing, instead of just fleeing directly away from the player, if the "monster AI" options are active.
There is something just wrong about a ghost cowering in the corner of a room, or an umber hulk running down a twisty hallway....
Note: This is not a bug in Angband itself, but rather in the optimizer of the GCC compiler.
Fix: gcc_optimizer.diff
Example: "Killed by poisonous food. on dungeon level 1"
Fix: poisonous_food.diff
Fix: wizard_reroll.diff
Fix: hobbit_tiles.diff
Fix: endif.diff
Fix: makefile.emx
Description: With easy_open and "repeat obvious commands" on, running at a locked door fails to repeat.
Fix: repeat_open.diff
Description: There seems to be a problem with the monster AI code. I'm hitting monsters, making them run, and, if they run south, they seem to stop about three squares south of me and bounce up and down a bit. Having looked at the relevant code again, I think the problem is the use of player_can_see_bold instead of player_has_los_bold in find_safety, and the fact that I've only noticed it in the south direction is some strange coincidence. (find_hiding probably also wants to use player_has_los_bold.)
Note: The bug is not fixed by this change since the whole code for fleeing monsters has a serious problem. It considers locations in other rooms as good places to flee to, even if there is no easy way to get there. So monsters often get stuck on the side of a room trying to move through the wall to the safe place on the other side. Fixing this problem will require a complete rewrite of this part. Switching 'flow by sound' on can be used as a work-around till this is done.
Description: The following happened: The Borg had the Hard Leather Boots of Feanor. When he dropped them in his home, the game crashed in store.c. This was caused by the description (you have no more....) of the boots of Feanor. This description is pretty long by itself, plus the Borg (but a human player can do that too) had inscribed them and they were charging. Resulting in a crash.
Fix: append_options.diff
Fix: minimize_window.diff
Description: Un-IDed hard leather armors are sellable for over 100 gold, but if you ID them, they become worth less.
The to-hit of the armor is not calculated when it is still un-ided, but it's substracted when it's identified.
Fix (9th July 2000): armor_value.diff
Description: When loading the screendump either nothing is displayed, the colors are shifted by one column, or weird things are displayed.
Fix (9th July 2000): screen_dump.diff
Fix (9th July 2000): load_prefs.diff
Note: A patch and a patch for the patch are available.
Fix (17th July 2000): changelog.diff
Fix (17th July 2000): enchant_bolts.diff
Fix (17th July 2000): obsolete_define.diff
Fix (17th July 2000): mac_modification_time.diff
Fix (17th July 2000): store_examine.diff
Info: That is a nasty side-effect caused by moving the player-races into lib/edit/p_info.txt. The scores are displayed before the races are loaded. A work-around would be to display the score after the init_angband() call in main.c. Not very nice since it prints various stuff to the screen and initializing Angband takes a moment, but it should get the job done.
Fix (18th July 2000): readdib.diff
© 2000 by Robert Rühlmann, rr9@thangorodrim.net |