I've got a modest collection of bugs -- while playing, I'd quickly toss a note or two into a text file every time I noticed something was broken. All of these are from 33a (clean install of 32a and then 33a extracted on top of it) with no mods (but there were a few settings in init.txt that I toggled).
- First, I seem to have found some sort of display glitch. I was playing with flood waters from the aquifer, pumping them out, and similar stuff. For some reason, a number of muddy shrubs and saplings now show up as bright red S's and V's, respectively. I don't know if it's relevant, but this is an elven map (hence grownup trees have individual names) and it does get cold enough to freeze in the winter for a minute or two of real time. I'm not 100% sure, but I don't think there was ice on the shrubs and saplings that're now afflicted by the bug.
Here's the save (with the S's and V's immediately visible when you load): http://angband.org/~erasmus/df/weirdshrubs.zip
- In "embark" flavor text, "Enough time to delve secure lodgings, ere the sea lampreys get hungry." Using a non-land creature for the random threat seems a little silly, especially since the infamous killer carp bug is fixed for the next version.
- Creating a seed-only stockpile when first starting out results in barrels full of food being brought there. (Could this be caused by food mixing? The barrels may have been brought with the intent that they could also store seeds, even though there's food in there.)
- "Wooden blocks" are missing from the manager job creation list and from the stockpile designation list.
- If you build a wall and then destroy it, the attached ceiling tile (technically floor tile for the Z-level above) persists and can not be destructed (shows up as a red C instead of a green C when trying to designate it, and it can't be deconstructed or channeled through).
For some reason, I'm having repro issues trying to recreate my own bug. In the trivial case of just building a wall outside and then destroying it, it seems to behave just fine. I remember when I originally ran into this bug, it involved digging into the aquifer. The wall filled the spot where a pump was pumping from -- the undestroyable floor tile caused problems by blocking the water from being pumped.
Anyway, I'll try to come up with a reliable set of repro steps, but I'm including this here for now just in case someone else recognizes this and can fill in the blanks.
- When zooming to a dwarf ("zoom-cre") and multiple dwarves are at the target dwarf's location, the view doesn't always default to showing the dwarf you were zooming to. I suspect it just picks the first creature in the square just as if you had hit 'v' and moved to the square manually.
- Hotkeys don't function properly when the yellow 'X' cursor is up. They just seem to move the cursor around a little instead of jumping to the set location.
- Canceling a job via manager screen leaves the tasks at workshop if they've already been added. This could arguably be by design.
- If you collapse an enclosed section into the aquifer via cave-in, it doesn't flood right away, even though the surrounding rock is aquifer rock. The result of my cave-in was:
code:
### ###
#># #X#
#># #X#
#># #X#
Z=-2 ### Z=-3 (aq) ###
and the up/down stairs area didn't flood until immediately after I designated an upstairs at Z=-4. It was literally the instant afterward -- before a miner could even begin to get close to digging there. Also, I don't know if it's relevant to the bug, but this rock was dropped from underneath the river. Yeah, I do some weird stuff.
- If there are two adjacent biomes in the current area with identical stats (or at least an identical representation of their stats in the embark biome summary), they still show up as two separate biomes instead of one. I saw one starting location that was covered by four different biomes, and they all had the same stats.
- Aquatic creatures seem to use the same blue highlight system as non-aquatic creatures -- they're highlighted if and only if they're in a 7/7 water square. This seems counter-intuitive, since an aquatic creature seems to be able to breathe just fine in both 7/7 water and 6/7 water, yet they have a change in visual representation.
It seems like they don't get in trouble until 4/7 water (which leaves them winded) and they drown in 3/7 water. Paradoxically, they get a visual representation of being winded at 4/7 with a flashing white X, but they don't have an representation of the more severe drowning at 3/7 (since such representation presumably defers to the land-centric 7/7 blue indicator).
- Running a flood across the top of a full pond will kill the fish inside. I suspect the fish swim upward into the flood on the next Z-level (which was only 1/7 to 2/7) and suffocated even though they were directly above the 7/7 pond square (which is where I found the corpses that presumably sank back down -- I missed the actual deaths).
- A swarm of flies spawned inside a wall next to a decaying body. This was in a small flooded area (he fell into a channel created for aquifer excavation).