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Angband Bugreports

[Shelob (15 kByte)] 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:

  • A description of the bug or problem (it wouldn't be a bug-report without this).
  • The Angband version number, what system you are using and what compiler you used (if you compiled it yourself).
  • A way to reproduce the bug if you can find one. A savefile is often very helpful to track the problem down. It's very difficult to fix a bug that I can't reproduce.
  • A fix for the problem if you know one. :-)

Known bugs in Angband 2.9.0

Monsters cast spells twice as often

Reported by Julian Lighton

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;
  	}
  
  #else
Status: Testing fix.

Blessed blades can't be sold to the temple

Reported by Andrew Hill

Description: See above.

Fix: temple_blessed.diff


Pseudo-id is sometimes erased in shops

Reported by Werner Baer

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


Missing entry when displaying the highscores

Reported by Werner Baer

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


10% sales tax for auto-haggling not correctly applied

Reported by Werner Baer

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).


Strange values for random artifacts

Reported by Tom Morton and Werner Baer

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


Wrong keymappings for "Repeat last command"

Reported by Matthias Kurzke

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).

Fix: repeat_command_pref.diff


Wrong item indices for the home in char-dumps

Reported by Matthias Kurzke

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


Sub-windows are not always refreshed

Reported by Ben Harrison

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


Wizard mode displays item flags wrong

Reported by Matthias Kurzke

Description: The display for flags3 in the wizard mode shows wrong item flags.

Fix: wizard_flags.diff


Stuck doors are bashed when walking into them with the easy_alter option

Reported by Matthias Kurzke

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


Wrong message for beams of light

Reported by Robert Ruehlmann

Description: Wands of light and the corresponding spell display a message about a "blue shimmering line" but the actual spell effect is orange.


Wrong colors for spell effects with graphics turned on

Reported by Cyric the Mad

Description: The colors of the tiles for the various spell effects are wrong.


Floor stack handling

Reported by Chris Kern

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


Effect of aggravate monsters scroll skips one monster

Reported by Tim Baker

Fix: aggravate.diff


The player can recall into rubble

Reported by Steven Fuerst

Fix: recall_rubble.diff


Windows version requires 8x8.bmp even if only ASCII mode is used

Reported by Robert Ruehlmann

Fix: windows_validate.diff


Fleeing wall-destroying/passing monsters won't use their powers

Reported by Ben Harrison

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....


Endless loop when compacting objects

Reported by Jurriaan Kalkman

Note: This is not a bug in Angband itself, but rather in the optimizer of the GCC compiler.

Fix: gcc_optimizer.diff


Random artifact diggers are not in the spoilers

Reported by Werner Baer

Fix: artifact_diggers.diff


Wrong kill message when dying from poisonous food

Reported by Werner Baer

Example: "Killed by poisonous food. on dungeon level 1"

Fix: poisonous_food.diff


Messed up objects when rerolling objects in debug mode

Reported by Robert Ruehlmann

Fix: wizard_reroll.diff


Switching on a cheating option marks the savefile not only for the current character, but for all future ones too.

Reported by Werner Baer, Alexander Wilkins, and Mauro Scarpa

Fix: birth_score_cheat.diff


The 8x8 tiles for hobbit players is the same as for human warriors.

Reported by Prfnoff

Fix: hobbit_tiles.diff


Object1.c contains an comment that not properly enclosed in /* */

Reported by John I'anson-Holton and Prfnoff

Fix: endif.diff


The makefile.emx refers to non-existing files

Reported by "facade"

Fix: makefile.emx


Easy_opening doors doesn't repeat the command correctly

Reported by Julian Lighton

Description: With easy_open and "repeat obvious commands" on, running at a locked door fails to repeat.

Fix: repeat_open.diff


Monster AI for fleeing monsters is broken

Reported by Julian Lighton

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.


Very long object descriptions can crash the game

Reported by Dennis van Es

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: object_description.diff


The 16x16 tile for Monadic Devas is not correctly displayed

Reported by Robert Ruehlmann

Fix: monadic_deva_graf.diff


"Appending" options to a file overwrites the file

Reported by Kenneth A. Strom

Fix: append_options.diff


Closing the main-window of the Win32 version while it's minimized causes problems

Reported by Huang, Wei-Hwa

Fix: minimize_window.diff


Prices for armor with to-hit penalities are wrong

Reported by Andrew Hill, Matthias Kurzke

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


Loading a saved screendump doesn't work

Reported by Nikodemus, Prfnoff

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


Class- and race-specific pref files are not loaded

Reported by Timo Pietilä

Fix (9th July 2000): load_prefs.diff


Monsters can get double-moves on the player even if the player is faster

Reported by Frank Muzzulini

Note: A patch and a patch for the patch are available.


Known bugs in the Angband 2.9.1 beta that have been fixed before the release of the official version

The changelog doesn't mention the change to the "Resistance" spell

Reported by Prfnoff

Fix (17th July 2000): changelog.diff


The activation of Cubragol can enchant cursed and ego-item bolts

Reported by Prfnoff

Fix (17th July 2000): enchant_bolts.diff


Spelling error in a define

Reported by Prfnoff

Fix (17th July 2000): obsolete_define.diff


The code for checking the modification time of files isn't Mac compatible

Reported by Prfnoff

Fix (17th July 2000): mac_modification_time.diff


The "examine item" command in stores doesn't work with the roguelike keyset

Reported by Prfnoff

Fix (17th July 2000): store_examine.diff


Some of the new vaults are too dangerous

Reported by Prfnoff, Chris Weisinger

The game crashs or displays wrong player races when started with the show-scores option (-s)

Reported by Andreas Tophinke

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.


Some compilers generate warnings when compiling readdib.c

Reported by ???

Fix (18th July 2000): readdib.diff

© 2000 by Robert Rühlmann, rr9@thangorodrim.net [News] [To the Help Page]