Adom bug list of r.g.r.a 1. Bugs causing the game to freeze 2. Bugs causing the game to crash 3. Severe bugs and game balance problems 4. Minor Bugs 5. Bugs used to cheat 6. Extremely minor bugs 7. Typos 1. Bugs causing the game to freeze 1. None so far 2. Bugs causing the game to crash unrecoverably 1. Skilled Choosing the skilled talent crashes the game. 2. Stack bugs (ingot bug) Game crashes when adom tries to stack certain items. Commonly happens when extended dropping unIDed metal ingots. It appears to be a matter of conflicting identification states being present in the same square (or in one's inventory), and for some reason the conflicting situation is most readily generated in-game by ingots. 3. Mindcraft and corrupting monsters Killing corrupting monsters that stand behind other monsters with mindcraft crashes the game. Take a situation like this: @gr (the r is a chaos rat). When you kill the chaos rat with mindcraft the game seemingly tries to corrupt you after the rat is dead. That possibly causes a small pointer problem because the rat simply doesn't exist anymore; and thus adom crashes. 4. Poisoned meat Giving poisoned meat to a monster crashes adom. 5. Exchanging gold Dipping gold into a potion of exchange crashes the game. 3. Severe bugs and game balance problems 1. Berferking bug Berserking monster may kill themselves. Especially nasty with Filk. (The game looks for the best target and sometimes that's the monster itself.) Adom crashes(recoverably) with "Invalid target in GetTargetData", possibly related to berserking. 2. Uberjackal problem Towards the end summoned monsters get too powerful, especially nasty for melee-only fighters. Possible solutions: Either stop monsters getting 'uber' (but reduce gained exp and weapon marks after each couple of kills) or limit strength of monster to ~150% of your character's strength. 4. Minor bugs 1. Falling in rift You always fall at least once when entering the rift. If you made it without falling, there would be a stat increase. 2. Random artifacts Certain artifacts are not generated at all. One is left with the impression that any non-guaranteed artifact have a low probability of random generation, but they have not. Certain artifacts can only be generated as crown gift and others have not been seen since the mid gammas. Since two artifacts in particular (Vanquisher and Suns Messenger) are extremely powerful this heavily influences the game. Either this needs to be declared a feature or grouping and generation of artifacts should be rethought. 3. Unicorn starsign Unicorn increases the amount of alignment one loses when lawful, instead of decreases. 4. Cat lord exp Killing lots of cats (~300) will cause the cat lord to give you only 1exp (exp wrapping around). 5. Moloch wearing moloch armor Molochs wearing moloch armor get quite fast (possibly speed wrapping around). Works as well with other monsters such as dragons. 6. Increasing stats When increasing stats based on current stats, the probability towards 25-28 is going up. (code meant for 30+ is also being run for 21+) For example: When there is a chance to increase a stat based on your current stat, such as when you eat a dark orc corpse, the chances for an increase are non consistent because the code that is meant to be run if you have 30 or more of a stat is also being run if you have 21-29 of a stat. This gives you 100% chance for an increase at 25 and 28 of a stat but only 25% at 26 and 27. 7. True Berserker You need to wield a weapon to get the true berserker bonus (problematic for beastfighters). 8. Hordes/tension rooms In tension rooms and hordes white unicorns should be neutral towards lawful characters or not spawned at all. 9. Fall in pit without climbing out While staying on top of a pit, one can repeatedly activate the trap to repeatedly fall into the pit (without having to climb out). 10. Exp from door traps If a monster triggers a door trap and thus gets itself (and other monsters) killed, the pc gains exp. Especially nasty if you are on an important level threshold (e.g. just below level 17 before entering the Pyramid). 11. Falling door trap To avoid a falling door trap, the PC jumps back on the square that he came from, if this is blocked, the PC won't jump anywhere (water squares are always blocked). Example: 1234 A===# B=.@+ C#### If you came from the water square A2 you were not able to avoid the falling door (water squares are blocked) even though B2 is vacant. 12. Lightning Shot Archery of 60+ and Quick Shot are not enough to make this talent available. Possibly you need Keen Shot as well. 13. Missile Weapon Master Alert and Keen Shot and 3 missile weapon talent are sometimes not enough to make Missile Weapon Master talent available. Possibly only Affinity with Slings, Bows and Cross-Bows are considered as missile weapon talents. 14. Rehetep Rehetep won't react unless you a) come near him b) use a missile weapon c) use a melee weapon. This allows you to kill the other monsters with magic without Rehetep interfering. 15. Neutral Chaos Spider and Viper The alignment of chaos spiders and chaos vipers is neutral while chaos rats and lizards are chaotic. This bug was removed after discussion on rgra: Chaos could also refer to corruption and not to alignment. 16. No artifact on saccing/transforming Monsters don't leave any of the guaranteed artifacts when sacced (e.g. Keethrax). This also happens if you transform the monster before killing it. 17. Elementalist's fire resistance * The elementalist intrinsic fire resistance isn't taken into account when calculating your sources of resistance in the Tower of Eternal Flames. * If you have the elemtalist intrinsic fire resistance you won't get the 'real' intrinsic fire resistance from fire beetles, lizards and giants, but you can get it from drakes and dragons. 18. Mindcrafting nonhostile monsters When using mindcraft on a nonhostile monster it will attack and be displayed as hostile. However if you try to attack it the games asks whether you really want to attack this monster (thus it should be nonhostile). Possibly related to hostile flag not being correctly updated. 19. Recharging wands When recharging wands with the wizard class ability the game asks you how many charges you want to put in the wand. If you just hit Enter without entering any number the wand will be overcharged and cause a massive explosion. 5. Bugs used to cheat 1. Piety bugs If piety decreases below a certain value it wraps around, thus making crownings easier. By pissing of one god, piety with others can get so high you may get precrowned. 2. Stack blessing Stacks can be blessed by breaking them (with a cursed scroll of repair) and reading a blessed scroll of repair. 6. Extremely minor bugs 1. No game of life On a level without herbs the game of life won't work if you create a bush with holy water (flag not set). 2. Bounty for thugs Thug corpses have a bounty value on their head, but Tywat won't accept them. 3. Skilled doubled The 'skilled' talents do twice what is mentioned in the manual. 4. Wishing for figurines of power There seems to be no plural, you can only wish for one. 5. Ventriloquism You can apply ventriloquism while muted. 6. Looking for webs Look command detects webs outside visibility if level has been explored before. 7. Naming the unseen You can name invisible creatures and thus detect where they are. 8. Sorting of items unIDed books are always sorted alphabetically. Items with unknown status are distinguished by status(blessed/(un)cursed). 9. Moving problems * Starting to walk wastes one turn without the PC moving. * Walking against a wall counts as 1 turn for healing etc., but not for monster movement. * Trying to attack a peaceful monster, then cancelling, then moving costs less energy (possibly related to backstabbing). * When you do a circular kick that would hit a friendly monster you are asked whether you want to attack. If you answer that question with no the kick is still executed but no one moves besides you. * When you are confused by a doppelganger and have the auto-searching ability you get free moves untill the confusion wears off. 10. Quick Pickup (";") move counter issues. * If you use it on a pile of items, but press 0 or more times "n" and then "q", the move counter is decreased by 1. * If you pick up an item but afterwards press "q", the move counter is increased but the monsters don't move. * If you press "n" for all items, the same as above happens. 11. Normal pickup (",") move counter issue When you try to pick up an item, but for any reason can't do so, the move counter is decreased by one. 12. Corruption corrupted Corruption rate only increases on the 90th day, instead of also on the 180th and 270th. 13. Rustproof items rusty Rustproof items can be generated rusty. This includes iron ore, rings of the fish, helms of water-breathing, and probably more. 14. Wall of doors Sometimes one side of a room consists of doors only. Screenshot: #####/# #..../# #..../# #..../# #..../# #..../# #....## ###### Probable explanation: First, dungeon rooms are generated, and then an attempt is made to connect there rooms with corridors. However, when (for some reason) the generator creates a room with even numbers of rows/columns (normal rooms have odd numbers), the corridor generator doesn't take that into account and tries to connect to the room to the right-most/bottom-most tile - which would be rock. I assume that the generator generates corridor tiles before entering the room, and then digs throughout the room turning rock to doors until it hits a floor tile. Normally, it would turn only the first tile to a door - but when it hits the right-most/bottom-most row/column, which is actually the left/bottom wall of the room, it turns it all (or almost all) into doors. 15. Eating swamp hydras Swamp hydra corpses have a too low chance of making you sick (1/1000). 16. DV bonus For monks:If you wear fancy/ugly clothes or a blood-stained robe you won't get the DV bonus despite their lightness. For beastfighters: There is no such armor restriction as for monks. 17. No fire resistance Beetles, lizards and giants won't grant you resistance if you already "have" it, while drakes and dragons will. 18. Room effects Room effects don't take darkness/invisibility into account. For example the message 'The walls have mirrors with many distortions of your image.' is also generated when you are invisible and can't see invisible people. And you can see books, a mouth on the wall, mud bath, etc. in dark rooms. 19. Aged to death Everytime the PC is killed by a ghost the game says that he/she has been aged to death. 20. Negative amount of gold Since dragons leave double the amount of gold they picked up when killed, it is possible to get a pile with a negative amount of gold (integer wrapping around). 21. Losing teleport control If you are wearing a ring of teleport control and have the intrinsic you can lose the ability to control teleportitis by drinking from a pool even though you are still wearing the ring. 22. Slave with negative hitpoints Raised corpses slowly decompose untill the crumble - however if they are out of sight they do not die and have a negative amount of hitpoints. They still just need one point of damage to be killed. Bug happens possibly because the hitpoints are only checked with monsters in sight. 23. The tamed mountain fish Aquatic beings can be tamed and then taken for a walk on the mountains. 7. Typos 1. Polemarms It says 'Affinity for polemarms' in the initial selection screen for talents. 2. An used foo Happened with 'an used tome'. 3. Sacrificing an animated tree *MORTAL, I AM NOT BUILDING A BLOODY GARDEN UP HERE! NO MORE TREES! }* 4. Adequataly It says 'and adequataly connected to the flow of mana' in the monster memory for a displacer beast. 5. To you The game asks: 'What type of scroll to you wish to create?' 6. With missing A weather report: 'The sky is filled blazing stars.' 7. Is fills Another weather report: 'This moon-lit night is fills with oppressive heat.' 8. A lone hydra Game asks whether you want to evade [...] them. 9. On/in When entering the Old Barbarian's clearing, the message that appears is 'You immediately feel at peace on this beautiful clearing.' 10. Skeletal king (monster memory) Both instances of "It's" should be "Its,". Also, the fifth sentence seems as if it should begin "Skeletal kings" instead of "Skeletal Kings,". 11. Greater white unicorn Missing 'to' in its speech: 'Once I will be able all corruption that has been inflicted upon you.' 12. Absolutly It says 'You feel absolutly mad!' after eating a greater claw bug corpse. 13. Two weapon One message is: 'Weight of the two weapon'. 14. Water orb The message when putting the orb is 'Suddenly the humidity dispenses and everything is normal once more.' - it should be 'disperses'. 15. Howl/growl It says: 'The silver wolf howls: "Grrrr!"' 16. Tamborine It should be Tambourine(s). 17. 'The the djinni is gone.' There is a 'the' too much in the message displayed when a djinni disappears. 18. Homunculus (monster memory) It says: 'They are able to make you fall asleep by touch you.' It should be '[...] asleep by touching [...]'. Mostly unsorted notes of my own (overlaps with above list): Major Bugs * Taking the 'Skilled' talent on character creation crashes the game. * Eating a Werewolf King corpse crashes the game. (Am I remembering this correctly? - needs checking) * Berferking - Monsters can sometimes panic and attack themselves. * Sometimes ingots are generated with the wrong identified state; extended dropping items with the wrong state can cause ADOM to crash. * Piety can have overflow issues. High enough piety can roll over to be negative, and low enough piety can roll over to be positive. * Several artifacts are only available as crowning gifts, and can never be generated randomly (such as the Shirt of Saints). * Uberjackal effect - Monsters can become too powerful throughout the course of a normal game due to the way to monster level system works (based on their normal spawn rate, ignoring other factors). The system is probably fine at its core (and might even be raised a bit), but it needs to account for summoners (Jackalweres, etc.) and for pre-existing monsters (especially Chaos Servants). Moderate Bugs * The rate of corruption increases at the 90-day mark, but doesn't again at the 180 and 270 day marks as it's supposed to. * Some items (especially amulets) don't auto-identify when you get a new one of a type you've already identified. * Possibly related to the above, certain types of identical items do not stacks (such as Bracers of Speed). In some cases they may secretly not be identical (bloody daggers?) and obviously should still not stack if they aren't actually the same. * Unicorn birthsign INCREASES how quickly your alignment changes towards chaotic instead of decreasing it. * You always fall at least once when entering The Rift. (The counter which keeps track of how many times you've fallen starts at 1 instead of 0.) * It is possible for experience gains to overflow. The most common example would probably be killing too many cats results in the Cat Lord giving you only 1exp, but there are other possibilities as well. * Dragons can pick up gold which is then effectively doubled when they are killed. * +Crit Armor does not improve your crit rate. * You suffer a lower (or sometimes no) alignment penalty for shooting past something rather than directly at it; even in the less common cases where this could be an accident, accidents aren't treated kindly in the rest of the game :P * The Monk's circular kick ability has issues when non-hostiles are near. It will ask if you're sure you want to kick them, and you select no - your kick still hits the other mobs but no time passes. Minor Bugs * When dipping a fluff ball into water, if there is no room for the Gremlins to spawn, the game crashes. (It's supposed to damage you I think, but the string for the die roll has a typo.) (Should be double checked.) * Rustproof items can be generated rusty (Iron ore, for example). * If you press ";" (fast pickup) while standing on a pile of items, and cancel it ("q"), the number of elapsed game turns decreases. * Starting to walk wastes one turn without the PC moving. * Trying to attack a peaceful monster, canceling, then moving costs less energy (possibly has something to do about backstabbing). * Stacks of figurines aren't plural. (And thus, you can also only wish for 1.) * Ventriloquism can be used while muted. * The formula for potential stat gains (e.g. from corpses) is bugged; it's 100% likely at 28 [stat] but 55% at 22 (and is odd in between). * Minotaur Emperor is not flagged as 'Unique', even though there's only 1 of him in the game. (Also applies to Demented Ratling, Cute Dog, and Quickling Bard.) * Warped Mirror Reflection room event works fine in darkness. * Hammerhead does not count as a pickaxe when praying on an Elemental Temple level. (And thus you'll be gifted a Pickaxe.) * if you check Kelly's ":w"ound status, it says he is not injured. * If you kill a creature using a potion of cure corruption, you don't get any(?) experience. The monster also won't show up on the kill list. * Eating some corpses can result in a 'your muscles bulge' message without any strength gains. Oddities * Eating a swamp hydra corpse has a 1/1000 chance to make you sick, and also depends on attributes. Should be lower so that it actually happens. * Beastfighters tend to fight unarmed, but nobody gets the 'True Berserker' Bonus when fighting unarmed, not even Beastfighters. * Lawful creatures dying at all is considered a 'chaotic act' as far as trying for the Paragon of Order goes. This essentially makes it better to be Non-lawful for most of the game when trying for this, which is counter-intuitive. * Reading a Manual of Bridge Building when you already know the skill (and it's not maxed) says that the book still contains information you haven't learned, but it doesn't actually increase or train the skill in any way. * Casting 'Burning Hands' while trapped in a web is supposed to damage you, but you cannot cast any spells while trapped in webs. (Should be double checked.) * Cursed Scrolls of Repair can break anything, even things not normally breakable, and even large stacks. Blessed Scrolls of Repair can then fix those broken items, blessing them in the process. It might be considered a bug that things like Stomafilla can be broken. * Alertness cannot be wished for, granted a Perception boost instead. Seems kind of an odd restriction. * Amulets of Undead Resistance very slightly protect against the banshee's wail; I'd like to see the damage you take reduced a bit (still relatively high), so that it might be a possible way to surpass the Banshee for a cunning un-spoiled player. * It's possible to crush self by simply picking up too much gold (or maybe other stuff too). It should probably cap the amount you pick up to the point it only overburdens you, rather than killing you - or alternatively give a warning message. * Blessing Undead while invisible will not make them aware of your presence, and you can kill them without them fighting back. Seems too good. Imbalanced Effects and Other Suggested Changes * Necromancers start with Tracts of Chaos instead of their Spellbook of Frost Bolt about 10% of the time. Shouldn't they be given a spellbook directly, instead of a random Book-class item? * Mindcrafting doesn't train Mana, and it seems like it should. (Otherwise nearly the only way for Mindcrafters to train Mana is by casting normal spells.) * Cat's Claw should probably also slay Chaos Rats and Vapor Rats. * 'Of Hunting' melee weapons have an incredibly small effect, that should probably be boosted. (Hunting Bow effects are probably fair.) * The Charged talent has such a minor effect currently as to be useless. Its effect should be boosted substantially in some fashion. * The Strong Thrower talent should apply to coin throwing. --Bugish Balance changes/Etc *Why is clear mind higher DL than mental stability? *Is Justifier supposed to do half damage for non Pallys on top of double for Pallys? Seems an awful Priest crowning gift if so... *prayer prioritization - sickness/poison versus hp? maybe only look at hp first if below 33% or something? *Don't get stuck in pits properly *Throwing Coins should train Archery skill? (assuming Archery even helps with it; if it does for rocks, it should for coins.) *Ancient dwarf 'High King' text shouldn't say 'distant island'; should specificy Northwest, as it does in other text. *There is a text hint for helping you know when you hit your first kill, after taking the Old Barbarian's quest "You feel a little more courageous" - but this only displays under very rare circumstances right now, and possibly not even correct ones. *Should saving Kelly be as huge of a lawful boost for neutrals? Is that a risk to changing their alignment? *Killing raider lord only counts for log/end game message if you have his corpse? *Fireproof blanket destruction chances are reduces by GoodLuck PLUS BadLuck (so bad luck helps prevent them from being destroyed). *Very Aggressive shouldn't be the best way to gain shield marks *extended dropping 0 items still takes a turn *Throwing water at cats doesn't work correctly