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Post by challtdow on Jan 25, 2009 18:19:39 GMT -5
This is an old bug. It seems to occur on every 'band at some point. Simply restarting the computer works most of the time.
Chall T. Dow
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Post by morphius on Jan 27, 2009 18:04:09 GMT -5
Any fixes for the empty final level bug? This seems to happen every time after a certain point in the game, and then you're stuck unless you wizard out. Looks like lots of people have discovered this, too. I blame the next poster. ;-)
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Post by morphius on Jan 27, 2009 18:07:53 GMT -5
Oh, also monsters don't seem to be able to "turn off" their main Essence damages and type, even with the "K" command. Maybe I'm missing something.
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Post by Variaz on Jan 28, 2009 9:23:47 GMT -5
Good news! I finally found and fixed the boss spawning bug at the end of random dungeons and in the Flow! Junyortrakr sent me an email, and his experiments pointed me in the right direction. And I was finally able to reproduce it! It was a rather simple mistake in the unique-registering of randomly generated uniques. Best of all, you can apply the fix yourself. Open generators.lua, and look for: -- Make sure we've never killed this monster. m_race(r_idx).max_num = 1 Add this: -- Make sure we've never killed this monster. m_race(r_idx).cur_num = 0m_race(r_idx).max_num = 1 There are two instances of this small code block. Modify both of them. (one is for random dungeons, the other for the Flow) If you're already in a random dungeon, you'll have to recall out and enter a new dungeon for it to work. Hope that gets rid of it for good!
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Post by morphius on Jan 28, 2009 12:04:38 GMT -5
Awesome. I'll try it out. There's still the Main Essence bug, though. And apparently, Evolve isn't working, at least not in my game. No matter how many times I zap that baby dragon, he won't grow up.
And thanks for your prompt response! :-)
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Post by morphius on Jan 28, 2009 12:42:45 GMT -5
The empty quest level bug seems to be fixed with this. Hopefully, it'll still work in the new build. :-)
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Post by khelek on Feb 16, 2009 23:53:48 GMT -5
Hey, thanks for the easy fix, Variaz. I was just about to come in here and post about that! I'm new to Portalis, but not to Angband variants (to me, they're all still uMoria though.) Anyhow, thanks again.
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Post by avenger on Mar 12, 2009 17:20:25 GMT -5
Ok, apologies if these have been posted and addressed before, but I was a bit relcutant to read through 9 pages of bugs...
Anyway, here's a couple I've noticed in my brief period of play.
1:Whatever city or town is located at the coordinates specified in the parchment on the golden Sul-Rin(41, 8, if memory serves) is missing, and attempting to visit that area results in a crash, something about "could not open T200.txt", I believe.
2:My random dungeons no longer generate Dungeon Bosses. Whether this is because I have already killed a certain number, I do not know, but I do know I have no way of leaving the level, other then quitting. Thankfully Portralis automatically backs up save files, unlike almost every other variant, so this is not fatal(and it's quite helpful, given that I tend to die alot =P).
Edit: Have just seen the fix posted above... now to see if I can figure out how to implement that change... not sure how work with lua(I think that's what this is... I'm not much of a programmer =P) or how to compile it, if that's even how it works.
Edit #2: Just read the fix more thoroughly. Yep it's lua. Now I do I open a .lua file? *opens google and types in lua*
Edit #3: Hmm. I think I've fixed it, now time to see if it works.
Edit #4: The fix has worked, Dungeon Bosses are back. Thanks.
3:Probably not a bug, but I've noticed that certain kinds of elite and boss monsters tend to be very dangerous, specifically, the ones which reflect physical damage. My character is capable of dealing over 200 thousand damage per round in melee, however, he has only about 60 thousand HP, meaning that if he attacks an elite or boss of a high enough level with that ability, he is instantly killed. Not much fun, especially when most of my magical abilities fall far short of my melee ones. Perhaps just a problem with my playing style and character development, this is still the first char I've run on Portralis.
4:Also not a bug, but I've noticed in every other variant I've played that macros automatically load everytime you load the game. With Portralis, I have to reload the prf file every time I start a new session. Just a minor inconvenience, not actually a problem, but perhaps worth mentioning as long as I'm already complaining about stuff going wrong, lol.
5:Hmm, also not a bug, but a bit questionable... I can melt through ice walls in the earlier levels of the ice dungeons, but once I get lower, they no longer melt. Is there a specific reason for this?
I will of course post any other bugs/questionable items I find, and will continue to pursue the storyline.
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Post by Variaz on Mar 12, 2009 17:55:02 GMT -5
Not really a bug, that area just isn't made yet.
Use a special melee attack for reflecting enemies, such as the Sword's Sword Spin feat, or a Warrior's ability such as Spin Attack or Accurate Strike. Those are not returned.
As you go deeper, the ice walls are indeed harder to melt. Obviously, blasting them with fire balls is very convenient, so that's why it requires more powerful fire balls at deeper levels.
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Post by avenger on Mar 12, 2009 18:14:15 GMT -5
Alright, good to know... being a monster, without the techniques you mentioned, and somewhat unfamiliar with the game as yet, I'm not sure if I have access to any unreflected melee attacks.
One other thing I noticed. I still get burned by deep lava with 100% fire resistance.
And I have yet to find a bosslevel in any ice dungeon I've explored; not sure if I've not gone deep enough yet, or if they simply don't have them.
Thanks for the quick responses.
Edit: Just found another. Now that my bosses work again, I'm back to clearing out random dungeons, and I just found a boss that apparently wants to hide. It had PASS_WALL, and is, as far as I can tell, hiding in that little room on the stairs behind the door that won't open till he dies. I've been waiting outside for a few days game time now(luckily food is unnecessary in this game) and he still won't come out. Seems odd that he wouldn't eventually recover from fear(I did recieve a "flees in terror" message) and come back out to continue the fight.
Of course, I can't be sure that's where he as, as telepathy doesn't seem to work on boss levels, but I'm fairly certain that he's in there, as he's definitely not anywhere else on the level.
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Post by Variaz on Mar 12, 2009 18:55:05 GMT -5
In the "U" menu, you can use your monster's melee attacks as special melee attacks. This should work pretty well.
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Post by avenger on Mar 12, 2009 19:15:45 GMT -5
Excellent, thanks. I'll give that one a try later.
As for the hiding boss, I have confirmed with the 'W' command that he is in fact hiding on the stairs. Given that it's been approximately a week in game time that he's been in there, I have elected to quit and try a new dungeon; however, that definitely seems like some kind of bug. Any thoughts on that?
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Post by junyortrakr on Mar 16, 2009 18:38:12 GMT -5
I noticed that whenever I find a random, magic ranged weapon(bow, gun, etc.), the damage% is always at base. It's always that way with a scroll of magic item or red lic., too. However, if I craft one or run one through the 'power' portals in the flow, the % increases. I'm not actually using one at the moment, so I haven't checked to see if the % increases with leveling. Are they supposed to always be at base % when magiced, or is it a small bug?
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Post by Variaz on Mar 16, 2009 19:20:38 GMT -5
They are supposed to be at base value, and will increase with their level or through the Flow. Crafted items are also enhanced.
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Post by Variaz on Mar 22, 2009 20:41:04 GMT -5
The same thing just happened to me. So I fixed it by no longer allowing random dungeon bosses to get the PASS_WALL flag.
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