Post by sos on Feb 17, 2008 1:47:47 GMT -5
I've just started playing Portralis recently, but I've noticed some bugs in the 0.3 alpha. These were all found in the version uploaded on Feb. 2, but I didn't see any of these mentioned in the most recent changelog. I also have a few technical questions littered throughout the list.
Pretty major crafting/alchemy bug - if you combine two ingredients of the same type, you'll get one of every item it can be used to create, in the order they appear in k_info.txt, until you reach one you don't have the skill to make or run out of space in your inventory. For example, when you combine two Long Sword Hilts with a Crafting skill of 10, you'll get a Bronze, Iron, and Steel Long Sword.
When you try to craft an item you don't have the skill to create, it tells you need a crafting skill equal to the item's depth, instead of half of it.
Using a scroll of Magic Item on a piece of crafted armor overwrites the bonus AC the armor gets from being made with a high Crafting skill.
Some crafting combinations seem wrong; making a Bronze Great Axe requires combining a Short Axe Handle and a Long Axe Handle, and a Hunter's Bow requres an Elven Bow and Blue Steel Bracers. Also, the crown ingredients are kind of messed up: Iron Crowns require a Crown Mold and an ingot of Mithril, Golden Crowns requre gold and an ingot of Adamantite, and Jewel Enrcrusted Crowns require a Crown Mold and a Short Sword Hilt. Probably just typos in k_info.txt.
When you disassemble an item that uses a licialhyd as an ingredient, the one it creates is (Unknown). Similar thing with gold crowns, except it creates a pile of 0 gold.
If you have both Alchemy and Crafting skills, the Assemble Item and Decompose Item abilities will be listed twice in your Use menu. It's not major, just kind of annoying.
Binding a soul to a piece of equipment will completely overwrite any resistances of the original's base type; if I bind a Young Salamander soul to a Ring of Earth Resistance, the finished product won't alter Earth at all. Stat bonuses seem to stack properly, though.
Magesilk gloves currently show up as "air Magesilk Gloves" due to a typo in k_info.txt. Also, are they supposed to be actually useful for spellcasters? The combination of Int bonus and free action made me believe there's no mana penalty for using free act/+dex gloves as in vanilla, but there's no such check in passive.lua.
If your equipment gives you enough of a skill bonus to gain a feat, you won't be able to use it, which makes sense. However, if you put just one point into the skill while it's past that level, you'll gain the feat and keep it even if you remove the equipment.
Conjuring equipment creates the item before reducing the amount of MP it takes to cast the spell. This means if the item you conjure replaces something that gives you a mana bonus, and your resulting mana isn't enough to cast the conjuring spell, the game will report you don't have enough MP and not deduct any, essentially summoning it for free.
When the duration for Magic Bullets runs out, it only deletes one bullet in the pile, and not the entire stack. Tne remaining bullets can be freely unequipped and carried around like normal. Also, does the Conjuring skill or School Focus: Conjuration ability affect the cost/duration of Magic Bullets? This should probably be mentioned in the help file.
Despite what the help file says, the Animated Knight created with the Mage ability disappears if you change levels or recall. Is it not being correctly marked as a companion, or are companion monsters not implemented yet?
It's possible to equip a two-handed weapon and a one-handed weapon simultaneously. If you equip a shield, then equip a two-handed weapon, the two-handed weapon will show up in your b) slot instead of a). Then equip the shield again, then the one-handed weapon. The one-handed weapon will replace your shield, while leaving the two-handed weapon equipped.
Magical items will freely stack with non-magical items if they have identical damage dice/base ac and accuracy/damage/ac bonuses. The magical item's properties will be cloned onto the regular one. This is most blatant when enchanting stacks of ammo. and is probably a side-effect of switching away from the old pval system.
Scrolls of Magic Item can't be used on sharpened ammo, because the game considers them to be magical already. Not really an important issue, but it might be worth noting.
The feature that prevents level feelings if you don't spend enough time on the previous one considers overworld areas to be normal levels. So, if you recall into town to sell crap and restock items, you won't get a level feeling when you head back in if you don't waste a certain number of turns in town.
Character dumps seem a bit messed up at the moment, at least on my system. I'll post a one in the Character Builds forum so you can see what I mean. Also, should character dumps include a list of which Abilities the player has bought, along with their levels? I don't think it'd be too tricky to have the game check which abilities have more than zero points allocated when writing the text file, and only print those. I could be wrong, though. I have no clue how the Angband code handles dumping text.
If a Boss class monster is summoned carrying an artifact, and it disappears before you manage to kill it, is the artifact lost for good? I'd think this would be incredibly bad, considering how there doesn't seem to be a way to enable Preserve Mode. I'm pretty sure I've lost out on getting Bee Sting with one character because a bunch of breeders got out of control before I even entered the room they were in, and started spewing out elites and bosses faster than I could kill them.
Finally, are you ever going to implement the option most variants have to automatically center the view on the player? I can't begin to count how many quick deaths I've eaten due to bumbling into the line of sight of offscreen spellcasters or directly into boss-class tigers and golems. It's also kind of irritating when a monster is slinging spells at me from another room, but I can't target it to retaliate because it's too far away from where I am.
Pretty major crafting/alchemy bug - if you combine two ingredients of the same type, you'll get one of every item it can be used to create, in the order they appear in k_info.txt, until you reach one you don't have the skill to make or run out of space in your inventory. For example, when you combine two Long Sword Hilts with a Crafting skill of 10, you'll get a Bronze, Iron, and Steel Long Sword.
When you try to craft an item you don't have the skill to create, it tells you need a crafting skill equal to the item's depth, instead of half of it.
Using a scroll of Magic Item on a piece of crafted armor overwrites the bonus AC the armor gets from being made with a high Crafting skill.
Some crafting combinations seem wrong; making a Bronze Great Axe requires combining a Short Axe Handle and a Long Axe Handle, and a Hunter's Bow requres an Elven Bow and Blue Steel Bracers. Also, the crown ingredients are kind of messed up: Iron Crowns require a Crown Mold and an ingot of Mithril, Golden Crowns requre gold and an ingot of Adamantite, and Jewel Enrcrusted Crowns require a Crown Mold and a Short Sword Hilt. Probably just typos in k_info.txt.
When you disassemble an item that uses a licialhyd as an ingredient, the one it creates is (Unknown). Similar thing with gold crowns, except it creates a pile of 0 gold.
If you have both Alchemy and Crafting skills, the Assemble Item and Decompose Item abilities will be listed twice in your Use menu. It's not major, just kind of annoying.
Binding a soul to a piece of equipment will completely overwrite any resistances of the original's base type; if I bind a Young Salamander soul to a Ring of Earth Resistance, the finished product won't alter Earth at all. Stat bonuses seem to stack properly, though.
Magesilk gloves currently show up as "air Magesilk Gloves" due to a typo in k_info.txt. Also, are they supposed to be actually useful for spellcasters? The combination of Int bonus and free action made me believe there's no mana penalty for using free act/+dex gloves as in vanilla, but there's no such check in passive.lua.
If your equipment gives you enough of a skill bonus to gain a feat, you won't be able to use it, which makes sense. However, if you put just one point into the skill while it's past that level, you'll gain the feat and keep it even if you remove the equipment.
Conjuring equipment creates the item before reducing the amount of MP it takes to cast the spell. This means if the item you conjure replaces something that gives you a mana bonus, and your resulting mana isn't enough to cast the conjuring spell, the game will report you don't have enough MP and not deduct any, essentially summoning it for free.
When the duration for Magic Bullets runs out, it only deletes one bullet in the pile, and not the entire stack. Tne remaining bullets can be freely unequipped and carried around like normal. Also, does the Conjuring skill or School Focus: Conjuration ability affect the cost/duration of Magic Bullets? This should probably be mentioned in the help file.
Despite what the help file says, the Animated Knight created with the Mage ability disappears if you change levels or recall. Is it not being correctly marked as a companion, or are companion monsters not implemented yet?
It's possible to equip a two-handed weapon and a one-handed weapon simultaneously. If you equip a shield, then equip a two-handed weapon, the two-handed weapon will show up in your b) slot instead of a). Then equip the shield again, then the one-handed weapon. The one-handed weapon will replace your shield, while leaving the two-handed weapon equipped.
Magical items will freely stack with non-magical items if they have identical damage dice/base ac and accuracy/damage/ac bonuses. The magical item's properties will be cloned onto the regular one. This is most blatant when enchanting stacks of ammo. and is probably a side-effect of switching away from the old pval system.
Scrolls of Magic Item can't be used on sharpened ammo, because the game considers them to be magical already. Not really an important issue, but it might be worth noting.
The feature that prevents level feelings if you don't spend enough time on the previous one considers overworld areas to be normal levels. So, if you recall into town to sell crap and restock items, you won't get a level feeling when you head back in if you don't waste a certain number of turns in town.
Character dumps seem a bit messed up at the moment, at least on my system. I'll post a one in the Character Builds forum so you can see what I mean. Also, should character dumps include a list of which Abilities the player has bought, along with their levels? I don't think it'd be too tricky to have the game check which abilities have more than zero points allocated when writing the text file, and only print those. I could be wrong, though. I have no clue how the Angband code handles dumping text.
If a Boss class monster is summoned carrying an artifact, and it disappears before you manage to kill it, is the artifact lost for good? I'd think this would be incredibly bad, considering how there doesn't seem to be a way to enable Preserve Mode. I'm pretty sure I've lost out on getting Bee Sting with one character because a bunch of breeders got out of control before I even entered the room they were in, and started spewing out elites and bosses faster than I could kill them.
Finally, are you ever going to implement the option most variants have to automatically center the view on the player? I can't begin to count how many quick deaths I've eaten due to bumbling into the line of sight of offscreen spellcasters or directly into boss-class tigers and golems. It's also kind of irritating when a monster is slinging spells at me from another room, but I can't target it to retaliate because it's too far away from where I am.