Bug Reports

Dec 29, 2018, 3:10 am
#51
Joined: May 22, 2008
Location: Worldmap
Posts: 144
It seems drinking a can full of antidote doesn't cure leprosy. In fact I drank two in a row and wasn't cured of leprosy. I'm pretty sure I used to divide antidote liquid to be able to crue diseases more than once with one bottle.
Jan 8, 2019, 8:11 am
#52
Joined: May 22, 2008
Location: Worldmap
Posts: 144
Here's another one: I noticed Dark Knights are now female. Is that intentional or a bug?
Jan 8, 2019, 11:45 am
#53
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 669
Azhael wrote
Here's another one: I noticed Dark Knights are now female. Is that intentional or a bug?

There are both male and female dark knights.
Jan 8, 2019, 8:20 pm
#54
Joined: May 22, 2008
Location: Worldmap
Posts: 144
That's new, isnt't it? New as in after 0.50 I mean. Also, any idea why now drinking from a can full of antidote liquid won't cure leprosy?
Jan 9, 2019, 11:59 am
#55
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 669
Azhael wrote
Also, any idea why now drinking from a can full of antidote liquid won't cure leprosy?

That's sadly a side-effect of the new [T]aste command. You used to take half a litre from the bottle in a single gulp, but now you drink by smaller amounts. However antidote curse you with a percent chance based on amount ingested - so instead of one high chance for a single huge gulp, you get several low chances for multiple smaller gulps. As far as probability goes, you are less likely to have your leprosy cured, so we should have a look at the percentages and fix it.
Jan 9, 2019, 5:04 pm
#56
Joined: Sep 22, 2008
Posts: 634
Definitely need to give a look at the percentages, I failed to cure leprosy by drinking a full antidote bottle in one go.

EDIT: Some other bugs / oversights I've ran into:
* Dipping containers into bodies of liquid do not fill containers completely, unlike fountains do
* Line of sight sometimes does not update correctly with creatures that block LoS, creatures can vanish from sight by moving directly away from the player (lobh-se in the corner: https://i.imgur.com/mQyf8a4.png)
* Alive Xinroch probably should not be able to summon the skeletal Xinroch: https://i.imgur.com/kuaoN3A.png
* Burdened status flickers on and off randomly when a boot of strength is worn on a scarred leg while near the weight limit
* Normal armor cannot be crafted, always attempts to create armor of great health and fails
* Is always crafting broken items intended?
* Something odd is up with stepping into melee range: https://i.imgur.com/JSZtQMj.png. This was with 13 agility unburdened with a single step.

I've got a list of other feedback on the way, going to do a few runs more to be sure I'm not missing anything.
Jan 9, 2019, 5:07 pm
#57
Joined: May 22, 2008
Location: Worldmap
Posts: 144
Ok, that's good to know. So basically the chances are now the same wether you drink two full cans or you drink a full bottle since the amount is the same too, right?
Jan 10, 2019, 1:27 am
#58
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 669
JoKe wrote
* Alive Xinroch probably should not be able to summon the skeletal Xinroch: https://i.imgur.com/kuaoN3A.png

That one's intended, fejoa even made sure that skeletal Xinroch won't spawn too early in TX.

JoKe wrote
* Something odd is up with stepping into melee range: https://i.imgur.com/JSZtQMj.png. This was with 13 agility unburdened with a single step.

Skeleton warriors have very high Agi (something like 20?), so maybe ihe just got lucky? I tend to run away from him until he catches up to get the first strike.

JoKe wrote
I've got a list of other feedback on the way, going to do a few runs more to be sure I'm not missing anything.

Great!

Azhael wrote
Ok, that's good to know. So basically the chances are now the same wether you drink two full cans or you drink a full bottle since the amount is the same too, right?

Yeah.
Jan 10, 2019, 9:59 am
#59
Joined: May 22, 2008
Location: Worldmap
Posts: 144
red_kangaroo wrote
Skeleton warriors have very high Agi (something like 20?), so maybe ihe just got lucky? I tend to run away from him until he catches up to get the first strike.

I might be failing to notice something here, but what does the skeleton's agility have to do with it attacking 3 times in one PC step? Shouldn't its dexterity be the factor there?
Jan 10, 2019, 11:39 am
#60
Joined: Sep 22, 2008
Posts: 634
red_kangaroo wrote
Skeleton warriors have very high Agi (something like 20?), so maybe ihe just got lucky? I tend to run away from him until he catches up to get the first strike.

Did some further testing in both .50 and .55, skeleton warriors consistently get two attacks off when stepping into range with 13 agility right before they get an action. Dunno what's up with the third hit there, I can't seem to reproduce it.
May 7, 10:55 am
#61
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 35
Wife #5, who is supposed to be unable to speak, says "I thank you for your little gift" like all the other wives in Petrus' harem when given a gift.
May 21, 11:17 am
#62
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 35
The Thaumic Bomb can be dismantled at a forge like any other item, despite being a quest-critical item. Needs to be marked as protected.

edit: and so can the Holy Mango World-tree seedling.

edit 2: AND the weeping obsidian shard.

edit 3: AND Valpurus' freaking Justifier?! +16 Okay so this isn't quest-critical but seriously, what the frog...!

edit 4: I am a noob with a capital N at Github, but I believe I've managed to find the relevant code and make a pull request for a proper fix.
May 21, 4:44 pm
#63
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 66
Imps are crashing my game almost every time I kill one on windows. Both mirror and plain. I save before fighting them now, but if I do get a crash it keeps happening no matter how many times I try the same actions.

It seems like I have to let them die in a different place to avoid the crash but can't say for sure. Something on the ground may be interfering with their death effects.
May 22, 10:30 am
#64
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 35
Stihdjia wrote
Imps are crashing my game almost every time I kill one on windows. Both mirror and plain. I save before fighting them now, but if I do get a crash it keeps happening no matter how many times I try the same actions.

It seems like I have to let them die in a different place to avoid the crash but can't say for sure. Something on the ground may be interfering with their death effects.

You too?! I thought it was just me! Mirror Imps seem to do it most often.
May 22, 8:48 pm
#65
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 66
I was wrong about items on the ground causing the problem, my new theory is the crash happens whenever they're beheaded. It's hard to tell because it's an instant crash to desktop, but I kicked my last one to death and no crash.

Edit: ugh guess not that either, just beheaded one
May 23, 6:45 am
#66
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,171
May 23, 8:21 am
#67
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 669
I've found a segfault crash when a NPC spellcaster targets a mirror imp, because I bumbled a check if the incoming spell is from a wand.

I haven't yet, however, experienced a crash related to an imp dying.
May 23, 12:23 pm
#68
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 66
It looks like imps are the only creatures which include CreateCorpse code [the ones that don't create corpses] that don't have a SendToHell() line. Not sure if that's important or what it does but it doesn't literally output the "sucked into hell" line as golems, skeletons, and even Petrus have it.

It will be a pain to compile on Windows but if nobody but me and Darkstar are seeing it I'll try to add some SendToHell()s and see if it makes any difference.
May 23, 12:54 pm
#69
Joined: Jul 31, 2009
Occupation: Kiwi farmer
Location: Van down by the river
Interests: Ornamental carnivorous plants
Posts: 66
Oh and another bug, bears eat wood. That's kinda weird.
May 26, 9:14 am
#70
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 35
Stihdjia wrote
Oh and another bug, bears eat wood. That's kinda weird.

Yeah, bears are supposed to do things IN the wood, not eat it.
May 26, 12:04 pm
#71
Ischaldirh's avatar
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,896
Stihdjia wrote
Oh and another bug, bears eat wood. That's kinda weird.

This could be a feature, actually. Real world pandas eat bamboo, right? Well, what if we add dire pandas, which will eat any kind of wood? Even going so far as to try to eat your shield while you fight them (if the shield happens to be made of wood).
May 26, 12:51 pm
#72
Joined: Dec 19, 2018
Occupation: Pharmacy Tech
Location: USA
Interests: ZZT, Roleplaying,
Posts: 35
Ischaldirh wrote
This could be a feature, actually. Real world pandas eat bamboo, right? Well, what if we add dire pandas, which will eat any kind of wood? Even going so far as to try to eat your shield while you fight them (if the shield happens to be made of wood).

So a bit like ye olde Rust Monsters?

...dangit I think I LIKE that idea...evil as it is.
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