EyAngband Bugs & Issues
Note - the following list is incomplete as it only contains the bugs found while the version in
question was the most recent one. In all cases, it is recommended that old versions should be
upgraded to newer versions.
Bugs in 0.5.1 that were fixed in 0.5.2:
- "Frost bolt" spell actually cast a fire bolt.
- The Behemoth's experience value was too low.
- Prices in spoiler files were wrong.
- The thief's appraise skill reported wrong values.
- Wrong items count as "good" for drops.
- DIsplay bug with 'L'ocate on bigscreen mode. (Thanks Pav Lucistnik)
- Minions of the Host were native 14 levels too shallow due to a copy&paste error.
Bugs in 0.5.0b that were fixed in 0.5.1:
- If you have a random quest active while descending to kill Morgoth, you cannot win the game.
- The game will incorrectly warn you about leaving a vault quest level by stairs if you have
the treasure on you.
- Cold and Acid branded weapons don't work correctly.
- Ancient dragon attacks are wrong.
- Demons height and weight don't work correctly with quick-start.
- Wizard mode crashes when using absorb hit. (Thanks Kusunose Toru)
- Priest spell "Sanctify ammo" don't works.
- Rings of element didn't have EASY_KNOW.
- Bug with earthquake and stacks of objects. (from Vanilla)
Bugs in 0.5.0 that were fixed in 0.5.0b:
- Non-uniques with very high life values would be sometimes generated with very low hp.
- Qlzqqlzuup was a quest monster, and Morgoth wasn't.
- Some of the entries in rooms.txt were bad. (Thanks Kusunose Toru)
- The Ether DSM activation could produce weird results. (Thanks Kusunose Toru)
- Fueling a lantern from a pile of lantern would empty all the lanterns in the pile, but
only give you fuel from a single lantern. Now the lantern you fill from unstacks first.
(Thanks Kusunose Toru)
- The boots of Thror are no longer cheaper than boots of speed +3 (note that in
general, artifact/ego item prices still need major rework).
- Dimension door/master of space no longer resets the target.
- Mushrooms of Cure Light Wounds have incorrect weight.
- Problem with the description of Narya's activation.
- Amulets of the Magi incorrectly have EASY_KNOW.
- Monster spoiler headers are missing a "(".
- Several typos.
Known Bugs in 0.4.6:
- Monsters that KILL_WALL can destroy quest chests.
- Morgoth and Sauron can appear as the quest monster in guild quests.
- Trapdoors can appear on fixed quest levels.
- The messages for which monsters are "killed" and which "destroyed" are inconsistent.
- Monsters who should be affected by more than one condition at once aren't.
- Squelch menus don't display all items properly once you know more than 60 objects of the same type.
- Display of charges for stacks of wands uses different convention than staves.
- Some deep pit types have incorrect descriptions.
- Weapon damage calculations incorrectly calculate blows for weapons with extra blows.
- Weapon damage calculations don't appear in object recall term windows.
- The damage calculation doesn't appear for diggers.
- The message verifying leaving quest levels won't appear on special quests.
- The weapon damage calculations spoil un-ID'd items.
Known Bugs in 0.4.5b:
- Temporary resistances can occasionally not work.
- Quest code still contains bugs.
- If always_show_lists is off, pressing '*' during spell selection will cause the game
to act weirdly. Also, the spell power list is always displayed.
- Monster recall term window doesn't update while querying symbols.
- The sound list is incorrect.
- In WIN/DOS naming your character an OS-reserved filename (such as CON) will
crash the game.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
Bugs in 0.4.5 fixed in 0.4.5b:
- Major bug causes quest rewards to mark artifacts as created even if the player wasn't given them.
- Several bugs that cause the game to give wrong reward type.
- Torches/brass lanterns are occasionally quest rewards.
- Special quests never give personalized rewards.
- Some random resistances don't work correctly.
- Histories of stacked items act weirdly.
- Incorrect items will are sometiems pseduo-ID'd.
- Bug calculating percentages in old autoroller.
- If you recover from EXP drain, it's not updated on the condition term window.
- You can't see spell descriptions while browsing spellbooks.
Known Bugs in 0.4.4b:
- Staves of probing now properly identified on use.
- Fixed bug which caused resistances to work incorrectly as they approached (but not reached) the cap. (Thanks Jaroslav Sladek for fix).
- Fixed potential overflows with monster conditions.
- Fixed bug with traps in darkness.
- Fixed bug that could rarely invalidate savefiles or crash the game.
- Fixed some bugs with monster generation, that stopped out-of-depth uniques based on normal monsters from appearing in vaults.
- Fixed some bugs with the object recall window, and they now make better use of space.
- Fixed starting weapons for kyrri characters.
- Shattered and Blasted weapons/armor are no longer partially fixed on reload.
- Earthquakes properly remove traps, now.
- Fixed incorrect prefixes on certain artifacts.
- Birth option to retain squelch now always works correctly.
- Context sensitive help now works correctly during character generation.
- Creeping gems corrected.
- Fixed scrolls of elemental brand.
- Staffs of starlight now work correctly.
- Mages have the HAS_LIGHT flag instead of the erroneus HURT_LIGHT.
- Fixed bows of extra might.
Bugs in 0.4.4 fixed in 0.4.4b:
- Starting items for mages and spellswords are incorrect.
- If you throw something at a monster and you fail the to-hit roll, you didn't get
a message.
- Gurthang has wrong brand.
- You can get cursed items in quest rewards.
- Compilation problems in systems with usleep.
- Music instrument artifacts don't appear on spoilers and knowledge browsers.
- Recent CodeWarrior releases require unistd.h and fcntl.h for Angband to
compile. (From Vanilla CVS)
- Potions of life are unaffected by taints.
Known Bugs in 0.4.3:
- Hallucination makes monsters invisible.
- Slings of buckland and diggers of earthquake cannot be generated.
- Stability never wears out.
- Bard spell fail rates are occasionally miscalculated.
- KILL_BODY does not update the monster list window.
- "Teleport other" works incorrectly.
- Earthquakes still create "phantom doors".
- Monsters which the spoilers say "avoid traps", don't - the NO_TRAP flag does nothing.
- Items found in chests have wrong history.
Known Bugs in 0.4.2:
- Sometimes, room types which are too deep still show up.
- It is sometimes possible to cast spells with a power level above the legal one.
- DSM activations screwed up.
- If in a pile, sometimes wrong items get (heavy) warning.
- Some unique monsters can never appear (except if summoned by Morgoth).
- Escorts for uniques based on regular monsters don't work correctly.
- In certain rare circumstances, auto_squelch might cause the destruction of an
incorrect item.
- Oberon, the Faery King, is erroneously undead.
Known Bugs in 0.4.1b:
- DSM activations screwed up.
- If in a pile, sometimes wrong items get (heavy) warning.
- In WIN/DOS naming your character an OS-reserved filename (such as CON)
will crash the game
- Couldn't *ID* store-bought potions or other items.
- Unknown locked doors will no longer be interesting to 'l'ook (they appeared as
"unknown grid").
- Lurkers and trappers now work correctly again.
- Potential crash in knowledge screens fixed (thanks to Kieron Dunbar).
- Got rid of a few referrences to msg_print() that snuck back into the code.
Bugs in 0.4.1 fixed in 0.4.1b:
- Minor typos fixed.
- Mana cost for infravision spell corrected.
- Fixed several bugs in the sub-spell selection.
- Magic missile spell now works correctly.
- Browsing/learning spells can no longer crash the game if you press a capital letter.
- You can no longer browse illegible spells.
- The ring of Hades has been removed (a bug because it was not supposed to be in the
release version).
- Artifact spoilers now correctly display curse information.
Known Bugs in 0.4.0:
Bugs in 0.4.0d that were fixed im 0.4.1:
- Trap/door/wall destruction spells will no longer leave "phantom" doors.
- Monsters with KILL_WALL will no longer leave "phantom" doors after killing doors.
- Players will no longer leave "phantom" door when tunneling.
- Searching now properly displays found traps.
- Cure fear/poison power did nothing.
- Cancallable rods and staves (such as perception) now work correctly.
- You will no longer see two "shots" when throwing a powder.
- Angels and demons got no blindness instead of bravery.
- Confusion spells could affect you even if you had resistance.
Bugs in 0.4.0c that were fixed im 0.4.0d:
- Non-elemental resistances didn't actually reduce the damage.
- Characters with racial immunities get them too soon.
- If you have an artifact that raises a resistance cap, you can see that without *ID*ing
it.
- Characters with very low constitution might lose maximum hp when gaining levels.
- display_recharge_msg should be a disturbance option and not a display one.
- The artifact list spoils ring, amulet and light-source flavors.
- 12-Headed dracohydras give much too little experience.
- Occasionally secret doors will be visible before detected.
- Sometimes, broken/openend doors will appear to be closed.
- Damaged shirts have 1 base AC (higher than normal shirts).
Bugs in 0.4.0b that were fixed im 0.4.0c:
- If you can't see a trap, it won't affect you (oops)
- When you identify an artifact that ignores disenchantment but do not *ID* it, you can
get an incorrect message about it being vulnerable to disenchantment.
- Light sources, musical instruments, rings and amulets are incorrectly reported as being
vulnerable to disenchantment.
- Character dumps will not display random resistances of items, though other random abilities
are represented.
Bugs in 0.4.0 that were fixed im 0.4.0b:
- Object recall window doesn't work right.
- When a monster bashes a locked door, the lock remains behind (causing a display glitch).
- Occasionally, anti-monster traps will be generated in the dungeon.
- Room descriptions can appear in jumbled order.
- In an empty knowledge browser, pressing down will crash the game.
- Wrong message when trying to browse a book in a store.
- Dying will fail a special quest, so it won't a character dump.
- Character dump uses wrong stat display.
- Monster spoilers don't always include uniques. (You uneed to turn on cheat_know for them
to be included).
Known Bugs in 0.3.6:
- Mana breathers actually breathe disenchantment.
- The second time you start a quick start character from the same savefile he or she will start with 100 gold (or 0 gold if
you're using the start_kit option.
- Artifacts given as quest rewards will not appear in artifact memory until you *ID* them.
- There are problems recharging a stack of rods bought in a shop
- Musical items can be destroyed too easily.
- It is possible to fail a special quest if you don't return the treasure to the guild quickly enough.
- Some stacking problems for staves have been reported.
- Armor penalties for spellcasters are not calculated properly.
- It is sometimes not possible to *ID* an item, even though it should be.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.3.5:
- Activating Ethereal DSM will work incorrectly.
- If you press ESC after quick-starting a character, you'll get a character with 0s in all his
or her stats. If you quit without creating a character and start again, everything will be normal.
- Inventory and stats won't be properly updated after branding a weapon or ammo. You'll need to do some other
inventory-affecting action (such as wielding a weapon) to finish the process.
- If randarts are on, the names of the "fixed" artifacts (Grond, Iron crown of Morgoth, One Ring, and
the two spellbooks) will not be properly displayed after loading a savefile. This has no game-effect.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.3.4b:
- DSMs can't be activated with the 'A' command. In order to use them, you need to turn
on the unified use option and use them with 'u'.
- The artifact memory will act weirdly for the activations of random artifacts.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.3.4:
- No weapon can be enchanted beyond +3.
- Some spell descriptions are not 100% accurate.
- Not all memory is properly freed when initializing .raw files.
Known Bugs in 0.3.3:
- Autosquelch will squelch un-id'd flavor items.
- Several artifacts activations work in unexpected ways.
- Demon/Angel race abilities don't take any turns.
- Cheat_know doesn't work properly for uniques.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.3.2:
- Both Morgoth and Sauron can appear before their appropriate levels - note: this can be fixed by
adding FORCE_DEPTH to the r_info.txt entries of both monsters.
- Dropping a rod out of a pile at home or selling it will cause miscalculations in the way the rods recharge
(you might get to use it more than once before it starts charging).
- Prefixes not always correctly calculated for items, causing problems with pricing and
disenchatment.
- Turning random artifacts on causes weird messages when starting the game/loading a savefile.
- Taking off an amulet of unmagic will not end the item drain (note: this can currently be solved by exiting the
game and reloading after taking off the amulet.
- The cockatrice does not have a description.
- Potions of Life sometimes don't heal you to full health.
- The mage spell "Absorb hit" can be abused, allowing for practical invulverability.
- A possible crash if there are no artifacts in the artifact knowledge list and you attempt to browse it.
- There will be display glitches when turning graphics on and off during a game. These will be solved by exiting
the game and re-entering.
- *Identify*ing potions does not always reveal full alchemy information.
- Changing the display properties of monsters (either by editing .prf files, or *_info.txt
files, or through the in-game options) will not affect monsters currently existing.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.3.1b:
- If you cancel a directional spell, a turn is still spent.
- Temporary invisibility prevents resting/running.
- Mystics get powder vials of poisoning instead of incineration as starting equipment.
- Non-random hp is miscalculated, shorting the player on a hp every two levels.
- Monster fear calculations is weird (related to the similar bugs in Vanilla but not quite the same).
- Chaos resistance does not protect against confusion from chaos attacks.
- Artifacts brands and slays don't appear on *ID* or character screen (they are calculated in combat, though).
- When using wands/staves/rods/etc. the chances of success are sometimes miscalculated.
- Powders don't properly sort in the inventory if you identify them by use.
- When receiving a quest reward, a '.' appears on the shop display in the grid location the reward was placed in.
- When dumping a character file, the top line of the resistances is missing.
- From Vanilla: The message when dropping a known artifact looks weird.
- There will be display glitches when turning graphics on and off during a game. These will be solved by exiting
the game and re-entering.
- Characters with very low constitution might lose maximum hp when gaining levels.
- Occasional crashes have been reported upon entering stores.
- When killing a monster with a wand, instead of dying it sometimes remains alive and becoems invincible.
Known Bugs in 0.3.0:
- After completing a quest, you might get a message informing you that you have failed it.
- If you turn the roguelike keyset on, it will turn off every time you load the character.
- The spells "resist fire" and "resist cold" are inverted (i.e. each grants resistance to the other element).
- From Vanilla: The cheat_know option marks monsters as known even after it's turned off.
- From Vanilla: The easy_open option counts doors under the player when determining which door to close.
- From Vanilla: Pref files for player races are not loaded automatically.
- Some players report occasional crashes upon entering stores. So far the cause of this bug remains unknown.
- The random sustains of ego-items are displayed on the character screen even if unknown.
- Characters with very low constitution might lose maximum hp when gaining levels.
- When receiving a quest reward, a '.' appears on the shop display in the grid location the reward was placed in.
Known Bugs in 0.2.3:
- Out-of-depth ego-items can not be created in vaults.
- Temporary resist water/disease never runs out.
- Artifacts can not be generated as quest rewards.
- Paladins/rangers can achieve 0% spell failure.
- Randart wizard robes can not be created.
- Un-identified lanterns can not be sold.
- Lavender potions are now purple, not light green.
- The random sustains of ego-items are displayed on the character screen even if unknown.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.2.2:
- Temporary resistances are incorrectly reported on the character display.
- The descriptions of the ranger brand spells are incorrect.
- The random sustains of ego-items are displayed on the character screen even if unknown.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.2.1:
- Artifacts may be generated with the wrong abilities, and other items may also suffer problems.
- Attacks with "special" effect may not function correctly.
- Experience for some of the game's final uniques (including Morgoth and Sauron) is too low.
- Characters with very low constitution might lose maximum hp when gaining levels.
Known Bugs in 0.2.0:
- Characters with very low constitution might lose maximum hp when gaining levels.
- Colors may appear "washed out"
- The artifact club 'Skullbasher' mistakenly provides +10 to mana.
- The artifact spellbook [Necronomicon] will not be generated
- Oil of burning will not be properly destroyed when used to fill a lantern
Known Bugs in 0.1.4:
- Characters with very low constitution might lose maximum hp when gaining levels.
- Rarely, a quest will be generated for huge amounts of deep monster on a very shallow level (1327 Great Wyrms of
Law on dungeon level 3)
- Trying to squelch amulets or ring by quality (i.e. all cursed rings) will not work.
- *Identifying* an Ethereal DSM will crash the game.
- If you have a demon character, the monster memory will incorrectly give the EXP value of evil creatures
- Creeping Gems might drop coins when they die.
- In the adventurer's guild, you can accept choices not on the list, which can cause weird stuff to happen
- Mystics can cast all spells when confused or blinded, or in the dark.
- The starting equipment lines in c_info.txt are not calculated correctly if there is a range of possible amounts.
- The weight carried by characters could get wierd with huge amount of heavy objects (inherited from Vanilla).
- The wrong message might appear if you accept a quest, telling you there are no quests available.
- In the adventurer's guild, you could accept choices not on the list, which can cause weird stuff to happen.