Known bugs & Future plans

 
changes/new stuff already added for the next release
- fixed bug: "There's nothing to disarm there" when moving onto new terrain types with EASY_ALTER turned on.
- fixed bug: grenades can get SLAY_ANIMAL ego, but it has no effect because grenades already get a x2 shards multiplier. -grenades of SLAY_ANIMAL now get a x2.5 multiplier against animals which are vulerable to shards.
- separated big rubble and small rubble into two separate terrain features. The usual purple of big rubble is blocking vault entrances, so that is isn't nessesary to dig through granite.  Now, no lesser vault requires digging through granite to get into the main part of the vault. (although a few still have certain inner parts of the vault which require digging through granite to get to).  Also, granite, magma, and quartz are harder to dig through than they used to be.
- fixed bug: entdraught (Ent from Call Help nature spell) can make slime level go up
- fixed bug: display of stat bonuses/sustains is shifted wrong on character screen
- fixed bug: double weapons don't keep double weapon dice when turned into a randart.  see the spear 'Nimar' here: http://angband.oook.cz/ladder-show.php?id=11364  (a non double weapon got turned into a double weapon because it was based on a double weapon.)
- The teleporter box is more controllable
- water_only monsters can hide when PC is not adjacent to them even if PC has noticed them.
- a couple more new traps added
- added staff/wand ego which prevents charges being drained (This is the only ego wands can get)
- fixed: damage display is wrong for call darkness spell
- room runes added, give a special effect to the whole room
- pseudo of "worthless" fully IDs the item (like average/decent does) as long as it's not an ego
- tweaks made so that shallow monsters are less common in vaults, and groups are less likely to be big in vaults.
- major noise changes: Different actions make different amounts of noise.  Digging and fighting are much more likely to wake nearby monsters than just walking around.
- monster champions- certain monsters (captains/cheiftains, etc), have a % chance to be named & become a pseudo-unique
- scared monsters can pust past monsters of the same race to run away.
- fixed bug involving monster resistance to light and dark.  The most noticable effect of the bug was that dark hounds and a few other monsters were hurt by light (or dark) more than they were supposed to be.
- implement x2 brands for elemental rings (& add code for random x2 brand on egos- ego gloves of elements)

some probable future plans
- implement something like Ewert's LOS trap detection by searching & make magical trap detection much rarer.
- more terrain types (but not too many more): deep water, lava, ice, slime puddle
- remove ai_smell and ai_sound options to add more interesting birth options.
- monster morale level (like in Sil), including monsters reacting to their leader's death, monsters fleeing up or down stairs, etc.
- multiple pvals on objects (I've been putting this off because it looks like it'll be really complicated for a beginner coder like me).
 
some possible future plans:
(These are things I may or may not ever get around to implementing or may change my mind about whether I want them.)
- get autostart from V.
- better taming spells / effects and helpful monsters.
- have monsters attack each other sometimes.

A few less likely possible plans
- player invisibility (ring/potion/spell). Most ghost/wraith-type undead and any animals with the SCENT flag (not yet implemented) would still know where the player is.
- chose a stat to raise by 1 every certain about of levels (probably every 5 levels).
- cursed wands with possible backfire.
- item you can pick up which confers fire resistance on the rest of your pack (and maybe others for acid/cold/elec).
 
known bugs in 1.3.x:
- "You hit it" -an 'it' monster that doesn't move and can be killed over and over. Has to do with monsters that return from the dead. - not yet fixed. (goes away when the game is saved & reloaded.)

known bugs in 1.2.0:
- power sprite player race does not have appropriate graphic tiles (since that race has been in the game), also one or two monsters have the wrong graphic tile.
- "tried" inscription dissapears from magic staffs when you get a pseudo-ID. (supposed to do this for weapons, but for magic staffs, you want to remember whether you tried (Z)apping it yet.) (not fixed yet, also in previous versions)
- sometimes bad-type staffs appearing in black market for 0 gold and crashes if you try to buy it. (may have been fixed for 1.2.1b)
- (Everburning) torches don't give off light (fixed for next release)
- some monsters described as bugs which shouldn't be (fixed for next release)
 
known bugs in 1.1.2:
- magic staffs don't always reveal (+0 +0) when pseudo as average. (fixed for 1.2.0 (I think))
- non-standard speed boosts (from the priest Godspeed spell and the tourist's speed spell among others) dissapear when the game is saved and re-loaded. (fixed for 1.2.0)
- Artifacts often don't appear in character history (fixed for 1.2.0)
- When you kill a unique which is unseen, it adds a "Killed it" message to the character history. (fixed for 1.2.0)
- Activations on armor or (randart) throwing weapons do not recharge if you are wielding a light source that needs fuel. (fixed for 1.2.0)
- slowing a monster which is already slowed may cause a crash (fixed for 1.2.0).
 
known bugs in 1.1.1:
- declining to climb rubble still takes a turn (also in previous version). <-fixed for 1.1.2
- sometimes an ego with a random power gets throwing might (which uses a pval), but doesn't get a pval. <-fixed for 1.1.2
- if a monster is immune to fire/cold, you learn that it is hurt by fire/cold. <-fixed for 1.1.2
- the game lets you chose the blank classes at birth. <-fixed for 1.1.2
- !temporary boost doesn't wear of when it boosts strength. <-fixed for 1.1.2
- garnets are sometimes invisible in tiles mode (assigned to wrong tile -a blank one). <-fixed for 1.1.2
 
known bugs in 1.1.0:
- the object list doesn't update correctly. <-fixed for 1.1.1
- telekinesis is messed up (has multiple bugs, probably in previous releases also). <-fixed for 1.1.1
 
known bugs in 1.0.99:
- hidden attributes on randarts (I consider that a bug anyway) <-fixed for 1.1.0
- power sprite race character history is sometimes messed up. <-fixed for 1.1.0
- see invisible doesn't let you see monsters which are temporarily invisible. <-fixed for 1.1.0
- when arrows get brand/slays from a bow, it sometimes reads flags from the bow which aren't there. I'm pretty sure this only affects the artifact bows Amrod and Amras, but it makes them significantly more powerful. <-fixed for 1.1.0
- flags from weapon in shield slot (usually main gauche) can add extra blows to melee. <-fixed for 1.1.0
- sometimes disturbs when it's not supposed to. (was also in previous versions) <-fixed for 1.1.0
- alchemy-realm restore memories spell can make you end up with a negative amount of silver poison. <-fixed for 1.1.0
- slime and silver poison display doesn't always update when it should <-fixed for 1.1.0
- doesn't display correct damage for acid-coated ammo. <-fixed for 1.1.0
- wizard lock spell doesn't work when targetted a space with an object <-fixed for 1.1.0
- potion of see invisible effect often only lasts 2 turns <-fixed for 1.1.0
- Elven cloaks with cursed egos pseudo as {splendid} instead of {worthless} <-fixed for 1.1.0
- Monsters sometimes summon even if all spaces are filled and no new monsters can be brought in. <-fixed for 1.1.0, but this still may happen with monster which don't have the SMART flag.
 
known bugs in 1.0.98:
- teleport control won't let you teleport to a space with an object or trap. <-Fixed for 1.0.99
- if you have stealth higher than 10, monsters will sometimes fall asleep while you're fighting them. <- Fixed for 1.0.99
- staff of zapping effect doesn't always zap when it should (never zaps sleeping monsters). <- fixed for 1.0.99 (was probably also in 1.0.97).
- darkvision STILL lets you see invisible <- fixed for 1.0.99 (really this time).
- weapons with the DANGER flag never hit yourself (but still have "sometimes hits yourself" in the weapon description). <- fixed for 1.0.99
- randarts get sentient alignments way too often and can have both good and evil alignments at the same time. <- fixed for 1.0.99
- thrown weapon randarts get flags which only have an effect if you can wield them. <- fixed for 1.0.99
- some monsters' hit dice don't work (the ones with 200d3 kinda stuff), They end up with much less hps than they should have. <- fixed for 1.0.99
 
known bugs in 1.0.97:
- crash when identifying the sling of snowballs <-fixed for 1.0.98.
- orb of draining doesn't always destroy cursed objects <- fixed for 1.0.98
- hit by 'it' which wasn't an invisible monster <- fixed, now you'll always notice adjacent mosnters.
- can drop too many things in the home <- turned it from a bug into a feature. In 1.0.98, you don't have to take other stuff out first before taking out the last couple things when your home is full.
- random resist thing on some egos choses from the completely wrong set of flags. <- fixed for 1.0.98
- crash when using a staff of zapping against monsters with PASS_WALL who are in a wall. <- fixed for 1.0.98
- scroll of rune of protection creates a rune but doesn't get used up when read from the floor (bug from vanilla 3.0.9) <- fixed for 1.0.98
- darkvision lets you see invisible <- fixed for 1.0.98 (at least I thought so)
- detect invisible scroll or spell doesn't detect monsters which are temporarily invisible <- fixed for 1.0.98
- temporary light for cameral flash spell doesn't work quite right. (fixed?)