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Next: -Crawl S- Seeking suggestions on alerting newbies..
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Since: Mar 10, 2006 Posts: 423
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(Msg. 1) Posted: Fri Sep 29, 2006 12:16 pm
Post subject: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? Archived from groups: rec>games>roguelike>misc (more info?)
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In previous versions I've never seen a snake walking on deep water and
as long as snakes (dark green in this case) are not supposed to be
watersnakes, I'd say that's a bug:
_________________________
{{{{{{{{{{{{{ . Bugatti the Cruncher
#{{{{{{{{{{{{{ . Demonspawn
#{{{{{{{{{{{{{ .# HP: 50/83
{{{{S{{{{{{# #.# Magic: 11/22
#.#{{{{{{{{# #.# AC: 9 (0)
#..{{{{{{{.#########.# EV: 18
###{{{##.##...)...<# Str: 14
#......##.######.# Int: 10
#...@.....# #.# Dex: 18
#.....###.# #.# Gold: 417
.........'.#.######'### Experience: 11/21408 (60)
##.#####...#.#..........# Level 13 of the Dungeon
... ......#'#'#####....# a) +0,+3 quarterstaff
..#.###..........##....#
#...............#.##....##
#..# ###).......#.##).....
### #..#####...)....#.##.....
A snake.
Some deep water.
_________________________
Meanwhile I've noted something else about all water areas: seemingly
endless numbers of fishes there, at least significantly more than there
used to be!
--
Rubinstein |
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Since: Feb 06, 2006 Posts: 369
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(Msg. 2) Posted: Fri Sep 29, 2006 5:55 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Rubinstein <piborg DeleteThis @gmail.com> writes:
[...]
> In previous versions I've never seen a snake walking on deep water
> and as long as snakes (dark green in this case) are not supposed to
> be watersnakes, I'd say that's a bug:
Crawl's snakes are amphibious and perfectly happy in the water. This
is also the case in 4.0.
--
Darshan Shaligram <scintilla DeleteThis @gmail.com> Deus vult |
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Since: Mar 10, 2006 Posts: 423
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(Msg. 3) Posted: Fri Sep 29, 2006 5:55 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram wrote:
> Rubinstein <piborg RemoveThis @gmail.com> writes:
> [...]
>> In previous versions I've never seen a snake walking on deep water
>> and as long as snakes (dark green in this case) are not supposed to
>> be watersnakes, I'd say that's a bug:
>
> Crawl's snakes are amphibious and perfectly happy in the water. This
> is also the case in 4.0.
Ok, strange coincidence then, I've never noticed one (in *deep* water)
before. But you *did* something to the water population, don't you?
(a lot more fishes, except eels who seem to be even less than before)
--
Rubinstein |
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Since: Jun 27, 2006 Posts: 526
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(Msg. 4) Posted: Fri Sep 29, 2006 5:55 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Rubinstein wrote:
> Darshan Shaligram wrote:
> > Rubinstein <piborg.RemoveThis@gmail.com> writes:
> >> Darshan Shaligram wrote:
> > [...]
> >>> Crawl's snakes are amphibious and perfectly happy in the
> >>> water. This is also the case in 4.0.
> >
> >> But you *did* something to the water population, don't you?
> >
> > Apart from adding gremlins, no.
>
> YUCK! I pray you're just kidding, if not, be prepared to be bomb-mailed
> with 1 trillion ELBERETHs.
He's kidding.
> >> (a lot more fishes, except eels who seem to be even less than
> >> before)
> >
> > I did rewire some of the code that lets monsters figure out what
> > squares they can be generated on and move to.
Just for fun -- this above all means that water elementals can now
actually move as per the original intention for them -- including
things like their intended ability to move about *on land*! Ice
elementalists and summoners just got more powerful; they'll need some
balance testing.
e. |
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Since: Jun 27, 2006 Posts: 526
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(Msg. 5) Posted: Fri Sep 29, 2006 5:55 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram wrote:
> "erisdiscordia" <erik RemoveThis @sky.cz> writes:
> > Rubinstein wrote:
> >> Darshan Shaligram wrote:
> >> > Rubinstein <piborg RemoveThis @gmail.com> writes:
> [...]
> >> >> But you *did* something to the water population, don't you?
>
> >> > Apart from adding gremlins, no.
>
> >> YUCK! I pray you're just kidding, if not, be prepared to be
> >> bomb-mailed with 1 trillion ELBERETHs.
>
> > He's kidding.
>
> Nono, you got your lines all wrong, you were supposed to back me up,
> saying something about how incredibly annoying gremlins are when
> you're playing a halfling crusader.
>
>
Well they'll hardly be the devastating surprise they're meant to be if
we keep admitting they're there, no? That first disenchanting,
mutating, levelporting, rotting hit is so much more of an *experience*
if you've never been warned about them.
And now you've ruined it. I'm going to cry now.
e. |
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Since: Feb 06, 2006 Posts: 90
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(Msg. 6) Posted: Fri Sep 29, 2006 5:55 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram wrote:
> "erisdiscordia" <erik RemoveThis @sky.cz> writes:
> > Darshan Shaligram wrote:
> >> "erisdiscordia" <erik RemoveThis @sky.cz> writes:
> >> > Rubinstein wrote:
> >> >> Darshan Shaligram wrote:
> >> >> > Rubinstein <piborg RemoveThis @gmail.com> writes:
> >> [...]
> >> >> >> But you *did* something to the water population, don't you?
>
> >> >> > Apart from adding gremlins, no.
>
> >> >> YUCK! I pray you're just kidding, if not, be prepared to be
> >> >> bomb-mailed with 1 trillion ELBERETHs.
>
> >> > He's kidding.
>
> >> Nono, you got your lines all wrong, you were supposed to back me
> >> up[...]
>
> > Well they'll hardly be the devastating surprise they're meant to be
> > if we keep admitting they're there, no? That first disenchanting,
> > mutating, levelporting, rotting hit is so much more of an
> > *experience* if you've never been warned about them.
>
> The heck, when did we put in rotting? I don't remember agreeing to
> rotting.
O.o
Somehow this... conversation... and the other one about the...
Others... are beginning to go to a direction where it's quite clear
that you, Darshan, will need to get some sleep before you write *any*
more crawl-code
Eki |
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Since: Feb 10, 2008 Posts: 296
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(Msg. 7) Posted: Fri Sep 29, 2006 6:35 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Enurmi <dieselviulu RemoveThis @yahoo.ca> screamed:
> Darshan Shaligram wrote:
>> "erisdiscordia" <erik RemoveThis @sky.cz> writes:
>>> Darshan Shaligram wrote:
>>>> "erisdiscordia" <erik RemoveThis @sky.cz> writes:
>>>>> Rubinstein wrote:
>>>>>> Darshan Shaligram wrote:
>>>>>>> Rubinstein <piborg RemoveThis @gmail.com> writes:
>>>> [...]
>>>>>>>> But you *did* something to the water population, don't you?
>>
>>>>>>> Apart from adding gremlins, no.
>>
>>>>>> YUCK! I pray you're just kidding, if not, be prepared to be
>>>>>> bomb-mailed with 1 trillion ELBERETHs.
>>
>>>>> He's kidding.
>>
>>>> Nono, you got your lines all wrong, you were supposed to back me
>>>> up[...]
>>
>>> Well they'll hardly be the devastating surprise they're meant to be
>>> if we keep admitting they're there, no? That first disenchanting,
>>> mutating, levelporting, rotting hit is so much more of an
>>> *experience* if you've never been warned about them.
>>
>> The heck, when did we put in rotting? I don't remember agreeing to
>> rotting.
> Somehow this... conversation... and the other one about the...
> Others... are beginning to go to a direction where it's quite clear
> that you, Darshan, will need to get some sleep before you write *any*
> more crawl-code
I thought they just showed that Darshan has been replaced by his evil
twin.
--
Tina the Invulnerable - the Favourite Plaything of the Resentful Noisy Grudge |
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Since: Feb 06, 2006 Posts: 369
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(Msg. 8) Posted: Fri Sep 29, 2006 6:40 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Rubinstein <piborg DeleteThis @gmail.com> writes:
> Darshan Shaligram wrote:
[...]
>> Crawl's snakes are amphibious and perfectly happy in the
>> water. This is also the case in 4.0.
> Ok, strange coincidence then, I've never noticed one (in *deep*
> water) before. But you *did* something to the water population,
> don't you?
Apart from adding gremlins, no.
> (a lot more fishes, except eels who seem to be even less than
> before)
I did rewire some of the code that lets monsters figure out what
squares they can be generated on and move to. It's just possible that
this is skewing water populations although I can't see why it would
favour fish over eels[*]. How many eels have you met, approximately?
[*] Maybe fish just tastes better?
--
Darshan Shaligram <scintilla DeleteThis @gmail.com> Deus vult |
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Since: Mar 10, 2006 Posts: 423
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(Msg. 9) Posted: Fri Sep 29, 2006 6:40 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram wrote:
> Rubinstein <piborg.TakeThisOut@gmail.com> writes:
>> Darshan Shaligram wrote:
> [...]
>>> Crawl's snakes are amphibious and perfectly happy in the
>>> water. This is also the case in 4.0.
>
>> But you *did* something to the water population, don't you?
>
> Apart from adding gremlins, no.
YUCK! I pray you're just kidding, if not, be prepared to be bomb-mailed
with 1 trillion ELBERETHs.
>> (a lot more fishes, except eels who seem to be even less than
>> before)
>
> I did rewire some of the code that lets monsters figure out what
> squares they can be generated on and move to. It's just possible that
> this is skewing water populations although I can't see why it would
> favour fish over eels[*]. How many eels have you met, approximately?
I'd say a handful, maybe 3 but no more than 5. D:13 is a big open level
scattered all over with puddles and thus enough room to generate
eels. The little "lake" in my screenshot is from Lair:1. So far I've
killed no single eel.
About all other fishes, my impressions don't come from killing them (11
so far, but I've surely not killed all fishes I saw), which aren't that
impressive (killing all those fishes is pretty pointless if I can't eat
them). It appears to me that as soon as I step into some shallow water,
some fishes start nagging on my feet.
> [*] Maybe fish just tastes better?
I like to eat fish but never tasted eels. I doubt the game knows that.
--
Rubinstein |
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Since: Feb 10, 2008 Posts: 296
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(Msg. 10) Posted: Fri Sep 29, 2006 6:40 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram <scintilla RemoveThis @gmail.com> buzzed:
> Rubinstein <piborg RemoveThis @gmail.com> writes:
>> (a lot more fishes, except eels who seem to be even less than
>> before)
> I did rewire some of the code that lets monsters figure out what
> squares they can be generated on and move to. It's just possible that
> this is skewing water populations although I can't see why it would
> favour fish over eels[*]. How many eels have you met, approximately?
Just as a counter example, I've seen far too many electric eels in my
current game (0.1.0). At least 5 on one level (the open ones with
ponds). Guess it's just the RNG being funny with us.
> [*] Maybe fish just tastes better?
--
Tina the Polluter - the Favourite Plaything of the Ratty Naive Gale |
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Since: Feb 06, 2006 Posts: 369
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(Msg. 11) Posted: Fri Sep 29, 2006 7:49 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"erisdiscordia" <erik.TakeThisOut@sky.cz> writes:
> Rubinstein wrote:
>> Darshan Shaligram wrote:
>> > Rubinstein <piborg.TakeThisOut@gmail.com> writes:
[...]
>> >> But you *did* something to the water population, don't you?
>> > Apart from adding gremlins, no.
>> YUCK! I pray you're just kidding, if not, be prepared to be
>> bomb-mailed with 1 trillion ELBERETHs.
> He's kidding.
Nono, you got your lines all wrong, you were supposed to back me up,
saying something about how incredibly annoying gremlins are when
you're playing a halfling crusader.
--
Darshan Shaligram <scintilla.TakeThisOut@gmail.com> Deus vult |
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Since: Mar 10, 2006 Posts: 423
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(Msg. 12) Posted: Fri Sep 29, 2006 7:53 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Tina Hall wrote:
> Darshan Shaligram <scintilla.RemoveThis@gmail.com> buzzed:
>> Rubinstein <piborg.RemoveThis@gmail.com> writes:
>
>>> (a lot more fishes, except eels who seem to be even less than
>>> before)
>
>> I did rewire some of the code...
>> [...]
>
> Just as a counter example, I've seen far too many electric eels in my
> current game (0.1.0). At least 5 on one level (the open ones with
> ponds). Guess it's just the RNG being funny with us.
That's also quite possible, of course. Since the new RNG was introduced,
I've seen a lot of games which appeared "themed" in one way or the
other. Oddities like first appearance of a !oHW on D:12 or 4 shops on
one level, all weapon shops etc. I'd better fade out here, before they
start calling me "the great suspector"...
--
Rubinstein |
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Since: Feb 06, 2006 Posts: 369
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(Msg. 13) Posted: Fri Sep 29, 2006 8:12 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"erisdiscordia" <erik.RemoveThis@sky.cz> writes:
> Darshan Shaligram wrote:
>> "erisdiscordia" <erik.RemoveThis@sky.cz> writes:
>> > Rubinstein wrote:
>> >> Darshan Shaligram wrote:
>> >> > Rubinstein <piborg.RemoveThis@gmail.com> writes:
>> [...]
>> >> >> But you *did* something to the water population, don't you?
>> >> > Apart from adding gremlins, no.
>> >> YUCK! I pray you're just kidding, if not, be prepared to be
>> >> bomb-mailed with 1 trillion ELBERETHs.
>> > He's kidding.
>> Nono, you got your lines all wrong, you were supposed to back me
>> up[...]
> Well they'll hardly be the devastating surprise they're meant to be
> if we keep admitting they're there, no? That first disenchanting,
> mutating, levelporting, rotting hit is so much more of an
> *experience* if you've never been warned about them.
The heck, when did we put in rotting? I don't remember agreeing to
rotting.
> And now you've ruined it. I'm going to cry now.
Oops, I didn't realise they were a surprise, although I did wonder why
they're not on the Changelog. I'm just slow today.
--
Darshan Shaligram <scintilla.RemoveThis@gmail.com> Deus vult |
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Since: Feb 06, 2006 Posts: 369
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(Msg. 14) Posted: Fri Sep 29, 2006 8:20 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug?
I've been very remiss. I've neglected to mention that a good subject
for this thread was: "Enough is enough! I have HAD it with this
*bleep* snake on this *bleep* deep water!", or more simply "Snakes on
deep water!"
See http://www.imdb.com/title/tt0417148/quotes
Rubinstein <piborg.TakeThisOut@gmail.com> writes:
> About all other fishes, my impressions don't come from killing them
> (11 so far, but I've surely not killed all fishes I saw), which
> aren't that impressive (killing all those fishes is pretty pointless
> if I can't eat them). It appears to me that as soon as I step into
> some shallow water, some fishes start nagging on my feet.
Hmm, let me know if there are unusually few eels in the swamp. Eels
have always been somewhat patchy in their appearances.
--
Darshan Shaligram <scintilla.TakeThisOut@gmail.com> Deus vult |
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Since: Feb 10, 2008 Posts: 296
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(Msg. 15) Posted: Fri Sep 29, 2006 8:20 pm
Post subject: Re: -Crawl S- Jesus-Snake on deep water: 0.1.2 bug? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Darshan Shaligram <scintilla.DeleteThis@gmail.com> buzzed:
> I've been very remiss. I've neglected to mention that a good subject
> for this thread was: "Enough is enough! I have HAD it with this
> *bleep* snake on this *bleep* deep water!", or more simply "Snakes on
> deep water!"
> See http://www.imdb.com/title/tt0417148/quotes
?
> Rubinstein <piborg.DeleteThis@gmail.com> writes:
>> About all other fishes, my impressions don't come from killing them
>> (11 so far, but I've surely not killed all fishes I saw), which
>> aren't that impressive (killing all those fishes is pretty pointless
>> if I can't eat them). It appears to me that as soon as I step into
>> some shallow water, some fishes start nagging on my feet.
> Hmm, let me know if there are unusually few eels in the swamp. Eels
> have always been somewhat patchy in their appearances.
There are supposed to be eels in the swamp? Electric eels?
But talking about electric eels, I notice that they don't seem to do as
much damage as I remember. I just got hit by one and lost no hitpoints
at all. I used to be really scared of them... Here's the most recent few
moments, plus stats:
The stone arrow hits the electrical eel.
The electrical eel is moderately wounded.
The electrical eel shoots out a bolt of electricity!
The bolt of electricity hits you!
Cast which spell ([?*] list)?
You feel a surge of power!
Which direction ([*+-] to target)?
You are currently targeting the electrical eel (use p/t to fire).
The stone arrow hits the electrical eel.
You kill the electrical eel!
Race : Elf Res.Fire : + . . See Invis. : .
Class : Wizard Res.Cold : + . . Warding : .
Worship : Sif Muna Life Prot.: . . . Conserve : .
Level : 12 Res.Poison: + Res.Corr. : .
Exp : 29546 Res.Elec. : . Gourmand : +
Next Level : 34799
Exp Needed : 5253 Sust.Abil.: . Rnd.Telep. : .
Spls.Left : 9 Res.Mut. : . Ctrl.Telep.: .
Gold : 385 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: .
HP : 57
MP : 26/32
Str : 9 Weapon : staff of conjuration
Int : 23 Armour : +2 leather armour (R-poison)
Dex : 16 Shield :
AC : 9 Helmet :
Evasion : 11 Cloak :
Shield : 0 Gloves :
Boots :
Play time : 05:46:35 Amulet : amulet of the gourmand
Turns : 52886 Ring : +2 ring of protection
Ring : ring of protection from fire
(Btw, looking at that I found the notes the game takes all on its own
now. Great thing!)
--
Tina the Digger - a Priest of the Reluctantly Negative Gangster |
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