Glitches

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Glitches and Errors

This is a record of glitches and errors that are present in the current release of POWDER. It by no means encompasses all possible glitches, and not all glitches are game-affecting. The hope is that the game's creator, Jeff Lait, can look here and correct the mistakes his players have found--or clarify which are in fact intended.

Please sign any additions to this page by adding "--~~~~" at the end of your entry so that anyone with questions can contact you.

Glitch and Error Reporting

Please read this section before contributing to this page. This page is a catchall for all glitches and errors in the current version of POWDER.

You are welcome and encouraged to report anything you find amiss in the game. If you are not sure of something, use this page's talk page and ask.

Please include all of the following in your entry, and please read all current entries both to familiarize yourself with what we're looking for, and to make certain you don't post an already-reported error:

  • The release of POWDER that you discovered the glitch or error in. This should always be the current version of POWDER, but also note which build you are using, such as the Linux version or Nintendo DS version. If you see a glitch that is noted as occurring in one system version that has occurred in a different one you're familiar with, please add to that entry. ("This occurs in the Windows build too.") You don't need to list which build you are reporting for, just the version number, if you are reporting an error.
  • The details of the glitch or error in as much detail as you can describe them in, with source code references if you are familiar with how to read the source code and can find where the error is occurring. This should help Jeff greatly with tracking down and repairing all those pesky little bugs.
  • Your signature. This can be added by adding "--~~~~" or clicking the "add signature" button on the formatting bar when you edit your entry.

This may seem like a lot to do, but we want to be as accurate as possible with bug reporting so that it can be fixed cleanly.

Note that glitches may occur on builds not listed. The listed builds are the builds that the bug has been reported in so far and is generally not comprehensive.

Glitches

A "glitch", for our purposes, is any mechanical aspect of the game that does not seem to function properly, and it may or may not impact gameplay.

Monsters

  • [POWDER 117, source]: The AI code considers particular spells only, and does not seem to cover all cases. In particular, the Golden Tridude can only cast one of its three spells. --Mental Mouse 13:21, 30 March 2012 (PDT)
  • [POWDER 114, Windows Build]: Dave 09:43, 21 June 2010 (UTC)
    • In the same vein as the body-swapping feature, polymorph an enemy and then possess it, and die. You'll then be able to kill the original character (fine enough so far). The glitch is if you have polymorph control, you don't have 'adventurer' as an option ('yourself' is the new person).
  • Avatar and interruptions:
    • [POWDER 114, Windows Build]: Running with a Wizard's Eye that expires causes the adventurer to take off running too. Dave 09:43, 21 June 2010 (UTC)
    • The avatar sleeps through not only non-damaging attacks (arguable), but (un)polymorph, and divine boons and punishments (dubious). --Mental Mouse 13:14, 8 July 2010 (UTC)
    • Surely falling into a hole should break your run, even if it does no damage! (ETA: Ditto teleport traps, and the items under the previous entry) --Mental Mouse 23:51, 20 June 2010 (UTC)
  • [POWDER 115, iPhone build] Picking up and dropping items doesn't interrupt a charge. I haven't explored this fully. --Mental Mouse 02:31, 12 March 2011 (UTC)
  • [POWDER 115?] A thought about ghastification: What happens of you ghastify a creature that's polymorphed? Can it later revert to it's original form? --Mental Mouse 02:31, 12 March 2011 (UTC)
    • [POWDER 117] I just tested this. I isolated myself with multiple Entombs and Digs, made a shitomi with a wand of create monster, polymorphed it into an ice snake, gave it an amulet of unchanging, and starved it with a wand of digging. I then directly controlled its HP with throwing the [holy] Black Heart for ~2-3 damage a toss and Heal spells. Once I got it to 1 HP, I took the amulet back and Ghastified it. I then made a track that extends a run infinitely in circles, started running, and checked back a few minutes later. When I emerged from the "hamster wheel," I found only one creature in the enclosed space: a shitomi. --Visage 15:24, 2 June 2012 (PDT)
  • [POWDER 115, Source Code] Blindness doesn't seem to affect your "to hit" ratio. (noted by anon on Suggestions) --Mental Mouse 12:09, 2 June 2011 (UTC)
  • [POWDER 117] Trying to equip certain weapons in your right hand as a slug will give you the error “You have no Left hand”. So far I see this for long sword, silver sword, flaming sword, rapier, lightning rapier, mace, ice mace, bow, spear, silver spear, war hammer and earth hammer. The two handed weapon (hammers, spears, bow) make sense but why do the others fail? --Mratzliff via Mental Mouse 06:52, 20 February 2012 (PST)
  • [POWDER 117] Seems that 2x2 monsters were never really intended to be controlled by player - lots of things don't work right, or things are calculated only for the upper left square. --Mratzliff via Mental Mouse 06:52, 20 February 2012 (PST)
    • [POWDER 117] This affects normal play some, too - I just had the golden tridude pick up my spears and try to throw them back at me, but since I was to the right of it it mostly ended up hitting itself rather than actually attacking me - the spears only came through when it missed itself. Then once we were out of spears (it couldn't pick them up after throwing them, since they were against the wall where it could only get its right side over them, and I couldn't grab them because it was covering them) it used a wand to polymorph itself into a mouse and then suffocated to death from being half stuck in the wall when I smote it back to its normal form. I'm not sure if getting stuck in the wall/suffocating when it wasn't completely entombed should count as a glitch or not, but between that and the spears I suspect that fight was quite a bit easier than intended. -Adelene 09:36, 17 March 2014 (PDT)

Objects

  • [POWDER 112, NDS build] A wand will sometimes be identified when a monster uses it even if the monster is in an area you cannot see. This seems to occur when you have Warning. I have experienced it occurring with both a Wand of Create Monster and a Wand of Speed. --Kender 05:57, 30 March 2010 (UTC)
    • More specifically (from the source) this happens when you can sense the monster in any way. --Mental Mouse 18:33, 6 March 2011 (UTC)
  • [POWDER 113, Linux build]: Hmm, I've got in my inventory two pairs of silver daggers, all holy, which stubbornly refuse to stack together, even after an Identify. --Mental Mouse 20:26, 18 April 2010 (UTC)
  • [POWDER 114, PSP build]: I've got the same - there are 8 slots filled with identified stones, and they don't stack.
  • [POWDER 117, source]: The life saving code identifies the class of the lifesaving item if you can sense the wielder (see wand ID above). Normally this IDs the amulet of life saving, but it can also ID the class of an arbitrary artifact. (Just verified with the ring of teleportation Smashfroody, unfortunately worn by a turtloid.) --Mental Mouse 07:20, 7 March 2012 (PST)

Spells

  • A failed Possess does not seem to take up a turn. [POWDER 117, Ubuntu] --Mental Mouse 05:41, 8 February 2012 (PST)
  • When possessing a sleeping monster, you have a chance to at least drop inventory before the game realizes you're asleep. --Mental Mouse 11:09, 5 March 2012 (PST)
  • Amulet of Unchanging keeps Earth Elemental from being meat-ified by Stone to Flesh. This is good. However, if the Amulet is not worn and is on the square or in the inventory of the spell's target, it turns into a meatball. This is not good. (Only applicable if the Amulet is made of a meat-ifiable material) [POWDER 117, Ubuntu] --Visage [15:49, 14 August 2012 (PDT)]

Other

  • [POWDER 117] Using leap attack to leap over a boulder to attack a creature on other side of the boulder will allow you to be on the same tile as the creature - no knockback happens, and no attack happens. --Mratzliff via Mental Mouse 06:56, 20 February 2012 (PST)
    • [POWDER 117] Even stranger is what happens with a pet: if you tell it to stay, then do the above, when you move off the square it's on, the pet will appear as if it was sensed without sight. You can still give the pet orders, and anyone can move over the tile. [irony] When Looked at, the tile will report "There is nothing of interest here." [/irony] --Visage [15:34, 2 June 2012 (PDT)]

Incidents

This section is for weird occurrences in-game, that can't be, or at least haven't been, reproduced.

  • [POWDER 117, Ubuntu] Somehow wearing a round shield with a warhammer... I have a save file. --Mental Mouse 13:30, 12 March 2012 (PDT)
  • [POWDER 115, iPhone build] When naming an object, I tilted the phone back too far, and the iPhone's onscreen keyboard got stuck as a landscape-sized keyboard... in inverse-portrait (upside-down) orientation. Unfortunately, this puts the "Done" button offscreen, and the B button isn't backing me out. Happily, the Home key did get me out, and I was able to Load the game just fine. --Mental Mouse 20:39, 22 February 2011 (UTC)
  • I just got a very weird level 8 -- I appeared in a small room with both staircases, two teleporters, and no doors. As indicated by Magic Mapping and Wizard's Eye, the rest of the level consisted in its entirety of a Blue Dragon Lair and one other small room full of monsters, clustered next to the staircase room! Possible crash in the map-generation code -- but plusses for actually coming up with something that didn't kill the game outright! --Mental Mouse 22:39, 25 April 2010 (UTC)
  • [POWDER 115, Windows] In Belweir's Library, there's an empty square that's just randomly lit up. Is it supposed to be like that? --Swordslasher3000 20:25, 18 March 2011 (EST) [Not as of 177, the whole library should be lit. --MM]
  • [POWDER 115, iPhone Build, may be older]: I was just testing my boots, and I stepped out on a patch of water. OK, didn't fall in. Stepped back and forth between two squares of water a few times, rested a few turns, didn't fall in. Stepped off on to land, then stepped back onto water. Splash! (WTH?) --Mental Mouse 01:47, 2 March 2011 (UTC) [ETA: The boots turned out not to be WW in any case.]
  • [POWDER 115, iPhone build] Having your game interrupted by a phone call counts as a crash, killing your character! Arrgh! --Mental Mouse 18:32, 4 February 2011 (UTC)
  • [POWDER 115, DS] Doesn't take acid damage from a yellow dragon's breath (not even a message saying I ignored it), but took acid damage from eating an invisible stalker's corpse...?
  • Try 2: Took acid damage from the dragon's breath. I don't know then what caused it, but I do know that last time there was NO indicator at all. --SwordSlasher3000 12:32, 02 February 2011
  • [POWDER 115, DS] And yet another error relating to acid! I had an artifact banded mail (I believe it was a banded mail) that granted me walk on water. I think because of the error I mentioned above, walking on the acid did me no damage (again, no 'ignoring' message) But I still randomly sank below the acid and got a lot of my equipment dissolved! 10:18, 02 February 2011 --SwordSlasher3000
  • [Powder 115, DS] Also, a unique Headless zapped me with a Glass wand and I teleported away. However, the game still called it a 'glass wand'. Shouldn't that kind of thing be automatically identified? --SwordSlasher3000 21:15 22, February 2011 (UTC)
    • Possibly because after teleporting, you were no longer within view? If so, surely a bug. --MM
  • [POWDER 115] Found a unique scroll, used it by accident, it turned out to be a scroll of fire. I died from it, but the scroll was on the ground after I died --Swordslasher3000 20:48 5 February 2011 (UTC)
  • [Powder 115, NDS build] A silver dagger that did not say it was poisoned, despite repeated Poison Item spells. I put it in my hand after trying about 3 times and it poisoned me. Again, still no indication that it was poisoned. Same for a Silver Spear --Swordslasher3000 16:45 14 February 2011 (UTC)
  • I once had an artifact dagger which I would throw at monsters, and when I went to get it (I play with auto-prompt turned on) the game always asks me if I want to eat the dagger. I was just a normal adventurer (not polymorphed or anything), and the dagger was made of iron. No other daggers showed this behavior. The dagger was identified and I didn’t see any unusual intrinsics (I would have expected to see something like “isEdible” or “grants CanEatIron” or something). Is this a bug or some obscure feature? --Mratzliff via Mental Mouse 06:50, 20 February 2012 (PST)

Quirks

A "Quirk", for our purposes, is an aspect or feature of the game which isn't clearly a mistake or problem, but seems odd or unexpected, and does affect gameplay.

Monsters

  • [POWDER 112] Gold Beetles are the only creature which can eat Gold Beetle corpses. This can make them allergic to gold, though they do not sear themselves. --Mental Mouse 15:55, 31 March 2010 (UTC) (noted by Kender)
  • [POWDER 112, Source code] The variability of hit points and mana points varies wildly among monsters. Some creatures have half or more of their hit points variable, while others (Earth Elemental, Ghast) have constant HP and/or mana. On the other hand, the Cretan Minotaur has an HP range, despite being a unique boss. --Mental Mouse 15:55, 31 March 2010 (UTC)
  • [POWDER 112] Stone Golems do a constant 8 points of damage per hit.
  • [POWDER 112, Source code] Armor classes are suspiciously often equal to the monster's experience level. Also, several monsters have the default AC 0, when by description, you'd expect them to be better protected. (Giant Spider) --Mental Mouse 15:55, 31 March 2010 (UTC)
  • [POWDER 112, Source code] Similarly, some surprising creatures have the default noise level of 1. -- including two of the bosses (Golden Tridude and HWNCBS), most dragons, and most of the elementals. (Big fires, tornadoes, and active bodies of water can be pretty loud!) --Mental Mouse
  • [POWDER 112, Source code] The only creature with "Vegetable" intelligence is the grid bug. Animated Trees are much smarter! --Mental Mouse 16:43, 31 March 2010 (UTC)
  • [POWDER 112] Holy water damages undead, but not Daemon-type creatures. --Mental Mouse 17:54, 31 March 2010 (UTC)
  • [POWDER 112] The avatar can swap places with a non-hostile, sleeping, monster. --Mental Mouse 18:28, 31 March 2010 (UTC)
  • [POWDER 112] There are no "Huge" monsters -- even dragons are only Large. Imps and Kobolds (inter alia) are considered human-sized. Similarly, the Mouse is the only Tiny creature (and has surprisingly high food value). --Mental Mouse 12:14, 1 April 2010 (UTC)
  • [POWDER 112 Source] The various bats are not noted as blown by winds. Indeed, it looks like the only creatures which are marked as windblown, are the Air Elemental and Living Frost! That makes Direct Wind pretty near useless.... --Mental Mouse 15:40, 1 April 2010 (UTC)
  • [POWDER 112 Source] The Living Frost has Resistance to Stoning -- superfluous, given it has not only Unchanging, but a non-fleshly body. --Mental Mouse 15:40, 1 April 2010 (UTC)
  • [POWDER 112 Source] The Lux is the only "Construct" type monster. --Mental Mouse 19:18, 1 April 2010 (UTC)
    • Also, despite the fact that a Lux is a machine, it is for some reason affected by the Ghastify spell. (Kender)
    • So are golems and elementals, which is just weird. --Mental Mouse 12:53, 2 June 2011 (UTC)
  • Zombies are not breathless, and even though they are "bloodless", they seem to have some in their death message. --Mental Mouse 19:44, 1 April 2010 (UTC)
    • My take on this is that while zombies contain blood (they are reanimated corpses after all), they're considered bloodless because the blood isn't important, it's just sort of there. Hence why bleeding wouldn't hurt them. However, the breathless thing still seems like it should be present. --Kender 18:19, 19 April 2010 (UTC)
  • Apparently, Ghasts have humanoid slots regardless of what they were before (as with Kender's suggestions on Purple Tridude ghasts. I'm guessing this is probably true of liches too. --Mental Mouse
  • You can possess the Baezl'bub (this requires a lot of tries, but is possible) and make him drop his own heart to let the adventurer take it and complete the game without actually defeating He Whose Name Cannot Be Spelt Correctly --unknown.
  • ^I have done the above. Also, Dragon Ghasts cannot use Breath attacks. Is this intentional? I can't think of anything else but paralyzing attacks, diet, and slots that change upon ghastification. --Visage 12:48, 2 June 2012 (PDT)

Objects

  • [POWDER 112] An Earth Hammer or artifact with Can Dig allows you to dig in 4 (sometimes 8) directions, but not up, down, or at yourself. --Mental Mouse 03:12, 31 March 2010 (UTC)
  • [POWDER 112] Thrown Potions of Enlightenment that splash onto creatures do not specify which creature they are showing intrinsics for, which can be confusing when you throw one into a large group. --Kender 17:15, 1 April 2010 (UTC)
  • Cloth, oddly, is not burnable. --Mental Mouse 13:06, 9 April 2010 (UTC)
  • [POWDER 115] Rocks seem rarer than ever. OK, these aren't "just any" rocks, but even so.... --Mental Mouse 18:37, 6 March 2011 (UTC)

Other

  • [POWDER 115]: Svendre has discovered a couple of interesting exploits, all centered around possession:
    • Using Transfer Knowledge from a possessed body to your own!
    • Using Possess to make monsters forget their spells.
    • Warning lets you possess monsters through walls! Svendre's "Power game" makes drastic use of this on Level 23 (Hruth's challenge).
    • Noted by: --Mental Mouse 00:31, 15 April 2011 (UTC)
  • [POWDER 117]: Casting Grow Forest on a pit square is successful, and turns the square into a forest square. This change, however, makes a very bad day for anyone inhabiting the pit at the time-he keeps his "in pit" status, and can climb up and down the tree. However, unless he can destroy the tree, jump, or teleport, I don't see how he can escape. --Visage 18:58, 1 June 2012 (PDT)

Errors

An "error", for our purposes, is any non-mechanical aspect of the game that is incorrect or inconsistent with other aspects of the game, is primarily cosmetic, and does not directly impact gameplay.

  • [POWDER 112] The game occasionally uses "bless" and "curse" instead of "holy" and "evil". --Mental Mouse 11:19, 29 March 2010 (UTC)
  • [POWDER 112] If you attempt to Ghastify yourself when you are already an undead creature, you get the message "Yourself have no life force to convert." --Kender 18:51, 31 March 2010 (UTC)
  • [POWDER 112] The "Kiwi" entry mentions New Zealand. Besides being in a different world, the POWDER Kiwi is a heckuvalot bigger and tougher than the real critter! --Mental Mouse 11:58, 1 April 2010 (UTC)
  • [POWDER 112] Attack Styles: The "Blunt/Edged/Pointed/Improvised" weapon skills are offered by their books as "XXX Attacks", but the skill names are "xxx weapon skill", and the messages are "you [no longer] know how to wield xxx weapons".
  • [POWDER 114, Windows] Green dragon description missing apostrophe, "the source of the green dragon[']s feared poison." Dave 09:43, 21 June 2010 (UTC)
  • [POWDER 114, Windows] On level 19+, "The ground on this level is to hard to dig" if you try to dig down, needs to be "too hard to dig". --Dave 04:53, 22 June 2010 (UTC)
  • [POWDER 114, Linux] "Accept my protection!" and enchanting a torch.
  • Several from Mratzliff (--Mental Mouse 06:13, 20 February 2012 (PST))
    • The Favorite command uses the same icon as the Wish command
    • Ring of missing finger says "Missing a finger" even if you are a creature with claws, etc
    • Firing with no quivered items will let you select a target before telling you that you have no items quivered. This check should happen before target selection.
    • "animated tree" refered to as "animate tree" in encyclopedia, 4 times
    • Unidentified Rings do not have an encyclopedia description.
    • Charge attack shouldn't say "Brace your weapon" when there is no weapon.
    • Grapics glitches for Ibson the Grey tile set:
      • Corridor Smoke and Poison Vent tiles are “incompleted”
      • On both the male and female paper dolls, the bow is drawn in the wrong hand. This means that if you have a character carrying both a bow and a sword, for example, the paperdoll will show both the sword and bow in the same hand.
    • When starting a new character, at the prompt to name the character, the name of the previous character is put in as default. But, if the previous character died, the first letter will be capitalized, and if the previous character did not die, then the first letter of the name will be lower case.
    • When saving the game, the character is treated as dead, revealing all nearby monsters and items. This can be exploited as a cheat.
    • When player dies a pile of items are left in his/her place. If the player had any artifacts, this pile will have the artifact overlay on it regardless of whether or not the item on the top of the pile is an artifact.
    • When putting a custom font in the gfx folder, the game will load “Alphabet_Light” if you choose the heavy font or “Alphabet_Heavy” if you choose the light font.
    • If you have both Warn and Telepathic, a detected creature will be shown using the warn icon (the generic question mark). It should show the creatures tile as does with telepathic without warn.

Non-Glitches and Non-Errors

This section is reserved for anything that might seem like a glitch or error that the game's creator (or at least an old-timer) specifically explains is actually an intentional aspect of the game.

  • Huh...just started as a Necromancer with a holy silver sword as his third item. --Swordslasher3000 16:44 02 February 2011
    • How is this a problem? Necromancers (as opposed to liches) are not innately opposed to silver, and can use blessed stuff like anyone else.. --Mental Mouse 12:09, 2 June 2011 (UTC)
  • [POWDER 114, Windows Build]: Dave 09:43, 21 June 2010 (UTC) [[These don't look like glitches to me! --Mental Mouse 12:09, 2 June 2011 (UTC)]]
    • If you do try to body-swap to a summoned Wizard's Eye (summon, release, polymorph eye, possess, die), then the game simply ends when the spell duration expires.
    • Finally, running through the dungeon as a shitomi is not a piece of cake, because everybody still hates you.
  • [POWDER 114, Windows]: Locking self in room with wizard-gear and repeatedly resting to get all the staffs is a nice idea in theory (if perhaps a bit against the spirit of the game), but piety started increasing VERY slowly around 3000 god points (once every 50 turns or so). Switching to ranger-gear, Quizar (about 1500 god points) was still giving me a point about every 5 turns, as expected. --Dave 04:53, 22 June 2010 (UTC)
    • This is correct behavior, piety gain slows at very high piety. --Mental Mouse 12:09, 2 June 2011 (UTC)
  • [POWDER 112, all builds] Possibly an intentional occurrence: Creatures are only hostile against one creature at a time. For instance, if a creature accidentally hits another creature, the creature that was hit will become hostile towards that creature until something else attracts its attention, it dies or the other monster dies. When that monster is gone, its disposition will return to normal. If it is normally hostile to the player, it will become hostile again. --Kender 05:57, 30 March 2010 (UTC)
  • When a summoned creature is possessed and its summoning duration runs out, system shock will occur. It is believed that this not intended to happen [The code (Release 112, creature.cpp line 2216) indicates this has been fixed by releasing the possession. --Mental Mouse] [For the record, the "release" effect seems to work, but for some reason the system shock still occurs. --Kender]
    • This is currently intended. Any sudden, uncontrolled, loss of control triggers system shock. You are expected to voluntarily release the creature prior to timeout. The code passes in true for systemshock. --JeffLait 03:42, 1 April 2010 (UTC)
  • Also, contrary to the System Shock page, my unpleasant experience was that a killed Wizard's Eye does produce system shock. --Mental Mouse 11:19, 29 March 2010 (UTC)
  • [POWDER 112] Body-swapping: You can permanently change bodies. To do so, you need the Possess spell, a Familiar Tome with at least two charges, and a target creature with at least two spell slots (Creature A). Possess Creature A, teach it Possess, and then have it possess another creature (Creature B). When the first ("your") Possess wears off, the Adventurer's body will reactivate, but because you are currently possessing Creature B as the Creature A, you don't go back--so it gets an AI. When the possession of Creature B wears off, it will return you to Creature A's body--with the other possession already over, there's now nothing left to return you to your own body! This one's yours forever (and if you die, you die--you don't return to your own body. Remember, Possess is over.) Try this on a Ghost or a Ghastified Purple Tridude for much hilarity. --Kender 19:27, 31 March 2010 (UTC)
    • Easier variant - zap the creature with the wand of polymorph, possess it, and kill it. When the creature returns to its original shape, possession becomes permanent.
    • Sounds like a feature to me. --JeffLait 03:42, 1 April 2010 (UTC)
  • [Mental Mouse] [POWDER 112, all builds] Objects given by gods are "+3", even if they're wands. This may be intentional.
    • Yes, this is intentional. What is not intentional is that for large categories of items this is meaningless. --JeffLait 03:44, 1 April 2010 (UTC)
      • I had a suggestion for this--what if the +/- status on a wand gave a slight chance to not use up a charge (or, if the wand were somehow in a - state, use an additional charge) when zapped? Maybe 5% per plus or so? So then a god-gifted +3 wand comes with standard charges, but any particular zap has a 15% chance to be a freebie. Tentative numbers of course.  :-P It would be less exciting, but the same could feasibly apply to books. --Kender 18:20, 1 April 2010 (UTC)
      • I actually had a question about this--does being +3 give ray wands any additional chance to hit or bonus damage? --Kender 06:35, 1 April 2010 (UTC)
      • I'd still rather have more charges. --Mental Mouse 13:06, 1 April 2010 (UTC)
  • [POWDER 112, Source code] In the Crypt 4 and Crypt 5 map files, "s" is defined as being a secret door, but is not used. This does not affect gameplay in any way, but is rather probably a leftover from development. --Kender 05:11, 27 March 2010 (UTC)
    • It is quite valid to have extra definitions in the legend section of maps. --JeffLait 03:44, 1 April 2010 (UTC)
  • [Powder 115, DS]: Well, nothing related to acid (I think) But this is way stranger. I was walking down a hallway on level 1 (I just started) And was very lucky to get both a unique feathered helm and Chainmail. Then, it said I missed something, and body slammed something with my Chainmail. No death message, and nothing attacked me. I was too weak for any kind of invisible enemy to appear yet anyway. Wonder what THAT was about? --SwordSlasher3000 15:23 02, February 2011
    • Probably a unique mouse -- that could be invisible, wouldn't attack unless cornered, and with its extra HP, one bodyslam probably wouldn't kill it. I'll keep an eye out for the acid oddities too, but I don't play as much these days. --Mental Mouse 01:26, 5 February 2011 (UTC)

Ex-Glitches

These are glitches from former releases which have been fixed.

  • [POWDER 115, Windows] I found a Cave Troll that repeatedly kept trying to eat a ring of cold resistance, despite it being non-edible (a jade ring) and it being equipped.
    • A cave troll can eat stone, including jade. However, it shouldn't try to eat equipped items. --Mental Mouse 12:50, 2 June 2011 (UTC)
    • V117 release notes hint this may be fixed. --Mental Mouse 03:39, 16 February 2012 (PST)
  • [Mental Mouse] [POWDER 112] Occasionally entire rooms seem to start out mapped.
    • I just experienced something similar, with new areas of the map spontaneously mapping as I explored. I discovered a unique Mouse wandering around, which lead me to believe that this may have something to do with unique creatures that have the Search intrinsic. --Kender
      • This just occurred again in a rat den with a unique Giant Rat. That's 2/2 for unique creatures being the cause of this glitch for me. --Kender
      • Experienced this yet again, this time with a normal imp that happened to be carrying a ring. Upon identification, the ring was a Ring of Searching. I think this is definitive proof that Search is the culprit here. --Kender
      • Just possessed a Mouse and made it wear a ring of Searching, then let it loose in the dungeon. Watched as the dungeon was slowly mapped out as the Mouse did its little run. --Kender
    • Hah -- and the most dramatic example I had was a forest room. Betcha that unique Vampire Bat had Search. This does suggest some interesting exploits! --Mental Mouse 18:46, 30 March 2010 (UTC)
    • Fixed in POWDER 113 --Mental Mouse 13:35, 17 April 2010 (UTC)
  • [POWDER 112, Linux build] Once you hit "New Game", There Is No Escape! Literally, from the main menu onwards, "Escape" just selects the default option -- until name selection, where it just tacks a "b" onto your name. There are similar keypress issues when Quitting -- if Quit *isn't* the default selection, it's rather easy to accidentally select something else instead. --Mental Mouse 11:34, 30 March 2010 (UTC)
    • Moderated in POWDER 113 -- now there's a confirmation dialog if you have a saved game. --Mental Mouse 13:35, 17 April 2010 (UTC)
  • On floor 11, I encountered a "Kiwi nest" that didn't have the three unlit, "corridor" floor tiles but instead was an entirely lit room with worked stone floors. It did have the three Kiwis and attached "secret item" room, however. I'm not sure why this occurred, but my guess is that floor 11 has some sort of global definition that overrode the map's definition--maybe it doesn't allow generation of "corridor" tiles? --Kender 23:21, 1 April 2010 (UTC)
    • [POWDER 113] -- kiwi nests now have ordinary floors. --Mental Mouse 13:35, 17 April 2010 (UTC)

These were noted as fixed in the changelog for [POWDER 115]

Typos

  • [POWDER 112] The spell name Summon Demon uses a different spelling of the word "daemon" that is inconsistent with the spelling of the word in the rest of the game. [--Mental Mouse]
  • [POWDER 112] The Encyclopedia entry for Animate Forest has a typographical error: "difficuly" (not "difficulTy") when it should read "difficult". --Kender 05:57, 30 March 2010 (UTC)
  • [POWDER 112] There's a typo in the Encyclopedia entry for the Golden Tridude: "feverently" for "fervently". --Mental Mouse 15:41, 31 March 2010 (UTC)
  • [POWDER 112] Cave Troll description: " Being made of stone didn't make them any less pleasant, however." -- Mental Mouse 13:02, 1 April 2010 (UTC)
  • "Butchery" description: "the separation of organ's humours" -- could be "of each organ's...", or "of various organs and humours...", but you're not classifying the jokes of Organ the Jester. --Mental Mouse 13:58, 1 April 2010 (UTC)
  • Scorpion description: "... the poison of its 'bite". Immediately after mentioning the sting, yet! --Mental Mouse 19:18, 1 April 2010 (UTC)

Other Glitches

  • The only object in the game with a material type of "water" is a Water Elemental's corpse. --Mental Mouse 13:06, 9 April 2010 (UTC)
  • The encyclopedia description of the Earth Hammer says it's made from living stone--but the hammer itself is listed as Iron. --Kender 20:47, 9 April 2010 (UTC)
  • [POWDER 112, Source code] The Flesh Golem is listed as having both Non-Regeneratable and Regeneration. Looking at the code, I think it will not in fact regenerate, and wouldn't even without the non-regenerability glitch. --Mental Mouse 20:43, 26 March 2010 (UTC)
  • [POWDER 112, Linux and NDS builds] Objects that were dropped onto the level through a hole are visible on the map before you actually encounter them. In addition, items that are already mapped that you cannot see will vanish when they are picked up by a creature despite the fact that you can't see this happen. --Kender 05:57, 30 March 2010 (UTC)
  • [POWDER 112, NDS build] If you are wearing a ring of invisibility (or an artifact that grants invisibility) and zap a wand of invisibility at yourself, you will see the message "you are invisible. Nothing happens." and the wand will not identify. --Kender 05:57, 30 March 2010 (UTC)
  • [POWDER 112, Source code] Looking at the source (creature.cpp, line 401 and following), I think there may be a bug in the handling of regeneration vs. non-regenerability... the comments say it's supposed to be checking whether the regeneration is from a temporary source (that is, not a ring), but the code seems to be checking if the non-regenerability is from a temporary source! It's hard to be sure, because that section of code is kinda nasty. --Mental Mouse 01:03, 26 March 2010 (UTC)
  • [POWDER 112, all builds] Because the system applies poison from naturally poisonous corpses using the same system that it applies other intrinsics upon eating, eating a Green Snake or Scorpion will result in being Poisoned (Strongly Poisoned for scorpions) for a whopping 1d100+100 rounds. This is --MUCH-- longer than any other poison source in the game (Green Dragon's bite? Deadly Poisoned, but only for 4d3 rounds!) and is (hopefully!) an oversight in the design of this process. --Kender 08:40, 28 March 2010 (UTC)
  • [POWDER 112, Source code] (creature.cpp, receiveDamage(), line 3899): The initial damage reduction is not passed on, so it will apply to only the first damage type. Also, resistances moot the damage multiplier from charging and criticals. (Possibly intentional?) --Mental Mouse 19:27, 5 April 2010 (UTC)
  • [POWDER 113, Linux Build]: I just took system shock from the death of a creature created with a Wand of Create Monster. It was a tame flesh golem, but not currently possessed, and I can't find in the source why it would have invoked system shock -- it wasn't a familiar, and I'd long since released possession. I did get the message "you release control", so perhaps the "Possessed" instrinsic somehow hadn't been cleared... Aha! I had polymorphed the golem into a mouse, while possessing it! (It actually got killed twice, as mouse, then immediately thereafter as golem.) I bet the Possessed intrinsic was preserved with the old form! --Mental Mouse 16:32, 19 April 2010 (UTC)
  • [POWDER 112, NDS build] In release 111, vampire bats underwent an AI change that makes them now initially ignore bloodless targets. While they are now neutral to such creatures, a flaw in the programming of this AI causes them to move towards and follow the player if the player is a bloodless creature (most commonly, this occurs for players who are playing as liches). If the player is not a bloodless creature, vampire bats function the same way they always have, and this glitch will not affect gameplay for those characters. --Kender 05:57, 30 March 2010 (UTC)
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