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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | |||||||
0011032 | [DCSS] Bug Report | minor | always | 2017-04-24 05:14 | 2017-09-02 07:20 | |||||||
Reporter | andreas | View Status | public | |||||||||
Assigned To | ||||||||||||
Priority | normal | Resolution | open | |||||||||
Status | new | Product Branch | 0.21 ancient branch | |||||||||
Summary | 0011032: Trap interaction with animate skeleton | |||||||||||
Description |
Raising undead allies (I only checked Animate Skeleton) interacts with traps in somewhat surprising and maybe bad ways in certain edge cases. Skeletons can raise on alarm traps and zot traps without triggering them. I managed to get this to happen both when the trap was known and when it was not. Skeletons will fail to rise (with the "no space to rise" message) if the only visible spot has a teleport trap, known or not. I also got this to happen sometimes when there were a couple of visible spots (otherwise it would rise in an untrapped spot). So not only is the behaviour unintuitive, especially given what happens in the alarm/zot trap case, there is also leakage of information about unknown traps. I was able to reliably reproduce this by wizmoding with a Fo^Kiku, using dig, deliver corpses, and animate skeleton. I did not experiment with other kinds of traps or other ways of producing allies. OS is ArchLinux. |
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Additional Information | ||||||||||||
Tags | No tags attached. | |||||||||||
Attached Files | ||||||||||||
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Issue History | |||
Date Modified | Username | Field | Change |
2017-04-24 05:14 | andreas | New Issue | |
2017-08-18 12:50 | andreas | Note Added: 0031779 | |
2017-09-02 07:20 | espais | Note Added: 0031809 |
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