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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||||||||
0011658 | [DCSS] Bug Report | minor | always | 2018-08-30 12:45 | 2018-11-16 05:50 | ||||||||
Reporter | hayenne | View Status | public | ||||||||||
Assigned To | ebering | ||||||||||||
Priority | normal | Resolution | done | ||||||||||
Status | resolved | Product Branch | 0.22 ancient branch | ||||||||||
Summary | 0011658: Oklob plant way autoexcludes safe tiles behind the crystal walls | ||||||||||||
Description |
Autoexclusion seems to treat tiles behind the crystal walls still dangerous, when they are not. See screenshot: https://i.imgur.com/i6lkcAc.png [^] (Sprint 2). |
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Additional Information | |||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files |
2018-09-06 13_40_13-crawl.develz.org - PuTTY.png [^] (28,078 bytes) 2018-09-06 12:40
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Notes | |
(0032613) Yermak (reporter) 2018-09-05 15:39 |
Image has been deleted by now, but I believe the crystal wall in question was mapped. Game doesn't treat mapped walls as obstacles for exclusions. Probably it would be better if it did treat them as such. |
(0032614) hayenne (reporter) 2018-09-06 12:41 |
Good catch, uploaded the file instead. |
(0032615) Yermak (reporter) 2018-09-06 13:24 |
Crystal walls are those that look green. These are transparent stone walls. Often monsters you exclude are sleeping, and walking in their line of sight even behind transparent walls can wake them up. That's why this area is treated as dangerous. In this sprint, however, this is particularly annoying, I agree. Coding exclusions to spread behind glass only in the case if they're on top of sleeping monsters could be a good idea though. |
(0032762) nubinia (reporter) 2018-11-03 16:53 |
Still happening at 0.23-a0-398-g8eab93fbe2 https://drive.google.com/file/d/15ld89-5lcJgbW4-ta1PFUSzDE8KvfITb/view?usp=sharing [^] |
(0032806) ebering (developer) 2018-11-16 05:50 |
Done in 0.23-a0-436-g57debff |
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