Walk commands consider undiscovered mimics when stopping movement
issueid=1211 08-26-2012 01:47 AM
Ancient Member
Number of reported issues by anon123: 111
Walk commands consider undiscovered mimics when stopping movement
Using a walk command may stop the PC's movement when a mimic is in sight, even if it's still disguised.

Problem
Using walk commands will stop the PC before getting in melee range with an undiscovered and still disguised mimic. This can be exploited to know if an "item" that wasn't there before is a mimic, and thus attack from a distance or flee.

How to reproduce it
Find a mimic or wish for one. Step back and put the PC in a position similar to this.

Code:
...............
......@.(......
...............
The '(' is the mimic in disguise, of course. Then try to use any walk commands that would immediately put you on melee range with it - in this example, w6, w9 and w3. They will not work, despite the fact the disguised mimic is an item as far as the PC knows, and this doesn't happen with real items.

Notes
No turns pass when using a walk command in the above circumstances.
Issue Details
Issue Number 1211
Project ADOM (Ancient Domains Of Mystery)
Category Windows 7
Status Fixed
Priority 7
Affected Version ADOM 1.2.0 pre 1
Fixed Version ADOM 1.2.0 pre 3
Milestone (none)
Users able to reproduce bug 3
Users unable to reproduce bug 0
Assigned Users (none)
Tags (none)




08-26-2012 11:58 AM
Ancient Member
I have experienced this countless times.

08-27-2012 10:55 PM
jt jt is offline
Administrator
Fixed.

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