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ID Category Severity Reproducibility Date Submitted Last Update
0003790 [DCSS] Bug Report major sometimes 2011-04-11 00:07 2011-06-08 04:52
Reporter reid View Status public  
Assigned To jpeg
Priority normal Resolution done  
Status resolved   Product Branch 0.8 ancient branch
Summary 0003790: monsters that get pushed past leave monster trails in unmapped areas
Description This is somewhat difficult to reproduce. I suggest standing near a corner and repeatedly creating orc warrior bands, and waiting for an orc warrior or something to push past an orc.

If a monster A pushes past a monster B when A started in an unmapped square, the square originally occupied by A gets a monster trail. I'm not sure whether the trail comes from A or B, since they're the same species in my testing (and usually in real play).

Probably related to 0003608. Save file attached, showing the situation after an orc warrior pushed past an orc, and there is now a monster trail in an unmapped square.
Additional Information
Tags No tags attached.
Attached Files ? file icon hu.cs [^] (40,597 bytes) 2011-04-11 00:07

- Relationships
related to 0004104new Monsters "come into view" while not in line of sight 
related to 0007928new Moster displayed on unseen square 

-  Notes
(0012389)
reid (reporter)
2011-04-11 08:26

I've also observed this happening a couple times today where the monster trail appears on a mapped square, so the fact that the square is unmapped isn't a critical part of the bug. It does make it more obvious that something odd has happened, though.
(0012430)
jpeg (manager)
2011-04-12 22:48

This was unintentional, but I rather like this behaviour. :)

It displays information the player already has (there's an orc right behind that orc warrior on the edge of vision), so I didn't see any point in blocking this behaviour and instead went the opposite route of also making it work in Tiles. Still, thanks a lot for pointing this out! :D
(0012433)
elliptic (developer)
2011-04-12 23:24

jpeg: If I understand the bug correctly, it tells the player which square the monster who pushed forward was on... definitely *not* information the player already had.
(0012434)
KiloByte (manager)
2011-04-12 23:29

elliptic: it depends if you consider strictly the information you can see on a screen (ie, in discrete snapshots every once a turn) or what you would see with slightly realism. For example, in early tile games like Civ 1, you could see the direction an enemy came into LOS from.

Both interpretations are valid.
(0012435)
elliptic (developer)
2011-04-12 23:35

Kilobyte: But then why can't I tell where an enemy comes into LOS from when it isn't pushing past another monster?
(0012443)
KiloByte (manager)
2011-04-13 00:41

It's not something that usually matters, so the game doesn't bother telling you that.
(0013418)
reid (reporter)
2011-06-08 04:52

You also can't see which way a fleeing monster went when it just left your LOS, which matters rather more often.

- Issue History
Date Modified Username Field Change
2011-04-11 00:07 reid New Issue
2011-04-11 00:07 reid File Added: hu.cs
2011-04-11 08:26 reid Note Added: 0012389
2011-04-12 22:48 jpeg Note Added: 0012430
2011-04-12 22:48 jpeg Status new => resolved
2011-04-12 22:48 jpeg Fixed in Branch => 0.9 development branch
2011-04-12 22:48 jpeg Resolution open => done
2011-04-12 22:48 jpeg Assigned To => jpeg
2011-04-12 23:24 elliptic Note Added: 0012433
2011-04-12 23:29 KiloByte Note Added: 0012434
2011-04-12 23:35 elliptic Note Added: 0012435
2011-04-13 00:41 KiloByte Note Added: 0012443
2011-06-08 04:52 reid Note Added: 0013418
2014-01-04 18:24 neil Relationship added related to 0004104
2014-01-04 18:24 neil Relationship added related to 0007928


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