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<H2><A HREF="nph-dnquery?search=thread+RECNUM=%3c4b4hk2$id0@bmerhc5e.bnr.ca%3e%231/1">Re: Bugs (was Re: Chatting with pets)</A></H2>
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From: <A HREF="dnauthor-profile.tcl?author=snelling@bnr.ca%20(Peter%20Snelling)">snelling@bnr.ca (Peter Snelling)</A>
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Date: 1995/12/18</H3>
MessageID: 4b4hk2$id0@bmerhc5e.bnr.ca#1/1<BR>
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distribution: ucb
references: &lt;4a5a1u$c70@clark.net&gt; &lt;4a87df$ar4@newsbf02.news.aol.com&gt; &lt;4ahhql$hvf@gina.zfn.uni-bremen.de&gt; &lt;121295072142@rempt&gt; &lt;4aofm3$cdm@jyusenkyou.cs.jhu.edu&gt; &lt;slrn4d0ttg.nor.damien@lugnut.stu.rpi.edu&gt; &lt;4ashkr$389@agate.berkeley.edu&gt;
organization: Bell-Northern Research Ltd.
newsgroups: rec.games.roguelike.<STRONG>nethack</STRONG>
originator: snelling@bmerhcb7


In article &lt;4ashkr$389@agate.berkeley.edu&gt;, changed@sina.eecs.berkeley.edu (Chang... Ed Chang.) writes:
&gt;
&gt;In article &lt;slrn4d0ttg.nor.damien@lugnut.stu.rpi.edu&gt;, damien@lugnut.stu.rpi.edu (Damien Neil) writes:
&gt;|&gt; On 14 Dec 1995 01:19:47 -0500, Ken Arromdee &lt;arromdee@jyusenkyou.cs.jhu.edu&gt; wrote:

&gt;|&gt; My finals will be over in a few days.  If I can get a good buglist, I
&gt;|&gt; may consider working on some fixes.

I recently posted something about known <STRONG>nethack</STRONG> bugs.  I was actually
planning to fix them sometime (since I was about to recompile <STRONG>nethack</STRONG>
anyways), but I haven't got to it yet.  Please post if you fix some of 
these.

&gt;|&gt; 
&gt;|&gt; Bugs I know of:
&gt;|&gt;   - Demon princes who cannot blackmail the player should not start peaceful.
&gt;|&gt;   - Greased Hawaiian shirts do not protect from grab attacks.  Should they?
&gt;|&gt;     How about oilskin cloaks?
&gt;|&gt;   - The Wizard should be immune to wands of death, as well as some other
&gt;|&gt;     magical attacks.  I'm not certain what the exact nature of this <STRONG>bug</STRONG> is.

I have a fix for this (not yet tested, but I think it will work):
zap.c, line 2633 currently reads:

   resisted = (rn2(100) - (unsigned)mtmp-&gt;m_lev + lev) &lt; mtmp-&gt;data-&gt;mr;

The problem is that the expression will wrap around to some large
unsigned int if (rn2(100) - (unsigned)mtmp-&gt;m_lev + lev) is less
than 0.  It should read:

   resisted = (rn2(100) + lev) &lt; (mtmp-&gt;data-&gt;mr + (unsigned)mtmp-&gt;m_lev);

&gt;The Wizard should never be paralyzed forever.

I kind of like having some way of getting rid of him.  This could be 
fixed relatively easily if you wanted to.  Maybe by making sure he's
not paralyzed before you change levels (so he'll always follow you).

&gt;I think the infinite nurse dancing is a <STRONG>bug</STRONG> also, but you have to check
&gt;with the DevTeam on that one.

Other bugs people mentioned to me:

Pat Rankin:
- If a monster carrying your quest artifact gets disintegrated by
  black dragon breath, the program will probably panic (depending
  on what other objects the monster is carrying, and their order)
  the next time you save or change levels.

- If a monster carrying the Amulet of Yendor, the Book of the Dead,
  the Candelabrum of Invocation, or the Bell of Opening gets
  disintegrated by black dragon breath, the monster's entire
  inventory, including the unique object(s), will be destroyed,
  making the game unwinnable.  [This one happened to me once....]

- Paper objects rot away if they remain buried for &quot;too long&quot;, and
  the Book of the Dead is not protected from that.  That's one of
  the reasons why freezing the moat inside the Wizard's Tower to
  recover the book from water isn't always reliable.  (There's also
  some second problem present with digging things out of ice, whose
  details I don't remember.  I think they don't get released from
  burial if the spot fills with water instead of becoming a pit,
  making it appear that they're gone, but they're really still
  available if you keep retrying.)

- I think there'll also probably be a program panic if you <STRONG>throw</STRONG>
  an attached iron ball down stairs or a trap door.  

David J Robertson:
-   Theres also a <STRONG>bug</STRONG> with quest objects and bones levels.  When
a character dies, with his/her own quest artifact, the artifact gets
converted to a &quot;normal&quot; object of that type, but all other quest
artifacts remain.  This can lead to a character finding his/her
own quest artifact in a bones pile.  The intended behaviour was to
delete the quest artifact of the person finding the bones level,
not the one of the character making the level.  You just need to
rearrange the location of the quest artifact check so that it works
properly.

-- 
Peter Snelling, P.Eng.    Bell-Northern Research    Ottawa, Canada
(snelling@bnr.ca)         My views only, not my employer's.
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