Some identical items are generated with useless stat variation, making them not stack
issueid=2101 04-09-2013 02:35 PM
Ancient Member
Number of reported issues by anon123: 111
Some identical items are generated with useless stat variation, making them not stack
Some otherwise identical items can be generated with useless stat differences, preventing them from stacking.

Problem
Some otherwise identical items can be generated with useless stat differences, preventing them from stacking and leading to odd inventory lists.

* Rings of damage can be generated with (useless) variation on their missile to-hit and damage bonus, making identical rings not stack.
* Amulets and bracers of speed, amulets of perseverance, pendants of beauty, pendants of mana, and diadems of beauty can all be generated with differing numbers of "charges" (a value not used at all for these items), and thus not stack with others of the same kind, even though all other attributes are identical.

How to reproduce it
Acquire many of those items until you can observe the bug, typically with results like this:

Code:
   uncursed ring of damage                                             [1s]
   heap of 40 uncursed rings of damage                                [40s]
   uncursed ring of damage                                             [1s]
   heap of 2 uncursed rings of damage                                  [2s]

   heap of 6 uncursed pendants of beauty {Ap+4}                       [18s]
   heap of 2 uncursed pendants of beauty {Ap+4}                        [6s]
   uncursed pendant of mana {Ma+2}                                     [3s]
   uncursed pendant of mana {Ma+2}                                     [3s]
   heap of 2 uncursed pendants of beauty {Ap+4}                        [6s]
Notes
Greater Identify can be used on rings of damage to observe the differing missile stats. For the other items, there's no in-game way to know why you have different stacks.
Issue Details
Issue Number 2101
Project ADOM (Ancient Domains Of Mystery)
Category Windows 7
Status Fixed
Priority 10 - Lowest
Affected Version ADOM 1.1.1
Fixed Version ADOM r48
Milestone (none)
Users able to reproduce bug 6
Users unable to reproduce bug 0
Assigned Users (none)
Tags (none)




04-14-2013 04:32 AM
Junior Member
This (or something similar) also occurs with the Cloak of Adornment, I have two of them with identical stats [+0, +0] {Ap+4}, both uncursed, that do not stack.

05-01-2013 04:50 PM
Ancient Member
Also uncursed fencing gloves of fidelity [+3, +1] {Ch+6}.

05-01-2013 04:56 PM
Ancient Member
But what about characters using thrown amulets for weapons? An extra point or two of missile to-damage could make a big difference to them :p

05-01-2013 06:10 PM
Ancient Member
Quote Originally Posted by JellySlayer
But what about characters using thrown amulets for weapons?
Is that a challenge game I'm not aware of? :)

05-01-2013 07:03 PM
Junior Member
I think we all know the real question: would this change make a "do damage by thrown rings/amulets only" challenge game too easy by allowing the player to collect large stacks of ammunition, so they no longer need several turns to reload between each shot? :)

05-01-2013 07:41 PM
Ancient Member
Oh, that's easy to balance. Just give thrown amulets a -50% to-hit penalty and make them abuse Dx (they're not proper ammunition) ;)

05-08-2013 10:34 PM
Ancient Member
Bracers of toughness [+0, +0] {To+4}

05-09-2013 09:10 PM
Ancient Member
Can you believe, brass amulet too.

Edit - Well, that is just weird. They did not stack and now they do? I made a screenshot if anyone doesn't believe me. :)

05-09-2013 10:55 PM
Ancient Member
Quote Originally Posted by Stingray1
Can you believe, brass amulet too.

Edit - Well, that is just weird. They did not stack and now they do? I made a screenshot if anyone doesn't believe me. :)
Can you post it? I just tried wishing for brass amulets a few hundred times in BUGCAV, and they all stacked correctly.

05-10-2013 06:45 AM
Ancient Member
Uploaded as an attachment, as I said, it stacks when I browse my inventory now.

It might be simply the way they were IDed. The 1st amulet was in my inventory when I read a blessed scroll of identify. The second one was dropped on a co-aligned altar( hence, not identified ).

Now, maybe after I read another scroll, they stack? In other word: unIDed = brass amulet, IDed = brass amulet. unIDed<>IDed. Hope I make sense.

If this is the case, I do apologize for not realizing it at the time and for wasting your time. It is then a separate issue.

05-10-2013 02:35 PM
Ancient Member
Ah, yes, in this particular case it's due to the identified status. I've had this happen with climbing sets. If you use Greater Identify, it will say something like "the uncursed brass amulet is actually an uncursed brass amulet" :) The game should automatically add brass amulets to the identified items list so that this doesn't happen (issue #1232).

08-16-2013 07:17 PM
Ancient Member
Happens with quicksilver quarterstaves and staves of the magi and power too.

Code:
Two-handed weapons ('(')
   heap of 3 uncursed staves of the magi (+2, 1d10+2) [+3, +3] {Ma+6}[120s]
   heap of 2 cursed staves of the magi (+2, 1d10+2) [+3, +3] {Ma+6}   [80s]
   cursed staff of the magi (+2, 1d10+2) [+3, +3] {Ma+6}              [40s]
   blessed staff of the magi (+2, 1d10+2) [+3, +3] {Ma+6}             [40s]
   heap of 3 uncursed staves of the magi (+2, 1d10+2) [+3, +3] {Ma+6}[120s]
   uncursed staff of the magi (+2, 1d10+2) [+3, +3] {Ma+6}            [40s]

Two-handed weapons ('(')
   heap of 2 uncursed quicksilver quarterstaves (+6, 5d3+5) [+3, +0] (+20 spd)
   uncursed quicksilver quarterstaff (+3, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+6) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+6) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+3) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   heap of 3 uncursed quicksilver quarterstaves (+6, 5d3+5) [+3, +0] (+20 spd)
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+6) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   blessed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)    [20s]
   uncursed quicksilver quarterstaff (+9, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+5, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]
   uncursed quicksilver quarterstaff (+6, 5d3+5) [+3, +0] (+20 spd)   [20s]

Two-handed weapons ('(')
   uncursed staff of power (+1, 1d10+2) [+1, +1] {Wi+4}               [40s]
   heap of 3 uncursed staves of power (+0, 1d10+2) [+1, +1] {Wi+4}   [120s]
   uncursed staff of power (+1, 1d10+2) [+1, +1] {Wi+4}               [40s]
   uncursed staff of power (+0, 1d10) [+1, +1] {Wi+6}                 [40s]
   uncursed staff of power (+1, 1d10+2) [+1, +1] {Wi+4}               [40s]
   uncursed staff of power (+1, 1d10+3) [+1, +1] {Wi+7}               [40s]
   uncursed staff of power (-2, 1d10+4) [+1, +1] {Wi+4}               [40s]
   uncursed staff of power (+0, 1d10+2) [+1, +1] {Wi+4}               [40s]
   uncursed staff of power (+0, 1d10+5) [+1, +1] {Wi+4}               [40s]
   uncursed staff of power (+2, 1d10+2) [+1, +1] {Wi+5}               [40s]
   blessed staff of power (+1, 1d10+3) [+1, +1] {Wi+4}                [40s]
   heap of 2 uncursed staves of power (+0, 1d10+2) [+1, +1] {Wi+4}    [80s]
   blessed staff of power (+2, 1d10+2) [+1, +1] {Wi+3}                [40s]
   uncursed staff of power (+0, 1d10+4) [+1, +1] {Wi+4}               [40s]
   blessed staff of power (+1, 1d10+2) [+1, +1] {Wi+4}                [40s]

08-16-2013 09:31 PM
jt jt is offline
Administrator
I just started debugging this, it seems some items are initialized with a "max charges" value even if they are (probably) not supposed to have one.
Because of this they have a different number of charges (which is not shown) and they are not stacked. This might not be the cause of the problem for all items, but at least for bracers, quarterstaffs, etc. it is.

08-18-2013 10:05 AM
Ancient Member
"Creator feedback"? Haven't seen that issue status before. It's nce to see that you're also improving the issue system itself. ;-)

08-18-2013 11:08 AM
jt jt is offline
Administrator
Yes, it's new. It should indicate that I can't continue to fix this bug without some feedback from "The Creator".

04-21-2014 12:22 AM
The Creator
Fixed. Finally. This is the curse of ADOM re-using various internal fields for various means (e.g. max charges can be actual max charges, a base attribute bonus, a base speed bonus or an extra chance for melee critical hits depending on other item flags). Now everything should be fine.

05-11-2014 09:54 AM
Member
Still broken in p23, uploaded a screenshot.

05-11-2014 11:52 AM
The Creator
Actually rings of damage were a special case so far as they actually were useful melee weapons when wielded (1d8 damage) and thus also could get random melee to hit and to damage modifiers. I now have removed the additional random modifiers to make things clearer.

05-11-2014 09:55 PM
Ancient Member
Quote Originally Posted by adom-admin
Actually rings of damage were a special case so far as they actually were useful melee weapons when wielded (1d8 damage)
I noticed this once by using Greater Identify, but promptly forgot about it...

This is an interesting alternativ" use for an item which I believe should maybe be hinted at a little. Perhaps these rings could be auto-identified when wielded in melee, and the to-hit and damage displayed just like with weapons ("uncursed ring of damage (+0, 1d8+1)". And then restore the original behavior of random modifiers to enhance this a little more. They would no longer stack for "no reason", since the stats would be visible.

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