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gbrogue's Issues

Brogue 1.7.5?

Putting this here so you have a place to answer the question. I'm sure others are curious too.

Adventurers make stairs impassible

Occasionally, the adventurer npc will make stairs impassible by repeatedly casting obstruction at a nearby enemy. They will continue to do this instead of trying to attack the enemy, and the crystal spawned makes it impossible to get to them.

guarding and captive monsters keep status with scroll of chaos

When a monster is guarding or captive, a scroll of chaos will teleport it randomly on the level, but it will still display as "Guarding" or "Captive." Guarding monsters seem to function as wandering monsters; captive monsters stay in one place and must be freed with the usual message, even though they are far from any manacle.

Window size issue

Is it possible to change window size of the game? I've noticed that it's bigger than the window of original Brogue and doesn't fit well to 1366x768 resolution (standard format for most laptops).

gBrogue crashes on Linux when "New Game" is selected

Title is basically it. Using my own Makefile to compile the game and it compiles but crashes when "New Game" is clicked or any of the pre-bundled save-games are opened. High-Scores and the main-menu works perfectly fine.

When compiled with debugging-symbols and ran with gdb this is the result:

Reading symbols from ./brogue...done.
(gdb) run
Starting program: /home/furquan/Downloads/Archives/gBrogue-master/gBrogue Source/brogue 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7ffff0287700 (LWP 9728)]
24 bits font.
key color : 0 0 0
24bits greyscale font. converting to 32bits

Thread 1 "brogue" received signal SIGSEGV, Segmentation fault.
startLevel (oldLevelNumber=<optimized out>, 
    stairDirection=stairDirection@entry=1) at gBrogueCode/RogueMain.c:931
931         monst->bookkeepingFlags &= ~MB_JUST_SUMMONED;
(gdb) bt
#0  startLevel (oldLevelNumber=<optimized out>, 
    stairDirection=stairDirection@entry=1) at gBrogueCode/RogueMain.c:931
#1  0x0000555555588cec in mainBrogueJunction () at gBrogueCode/MainMenu.c:759
#2  0x00005555555b6f61 in rogueMain () at gBrogueCode/RogueMain.c:38
#3  0x00005555555bfaf3 in gameLoop () at PlatformCode/tcod-platform.c:74
#4  0x000055555555af3e in main (argc=<optimized out>, argv=<optimized out>)
    at PlatformCode/main.c:219
(gdb) quit

gBrogue could use more monsters

Other roguelikes, i.e. Nethack, feature a lot more monsters than Brogue does. I think adding more monsters like:

  • lizards
  • orcs
  • balrogs
  • ghosts/shades
  • shopkeepers (which would make gold more useful)

would spice up the variety on the levels. If this idea is OK I'd be happy to open a pull request for it.

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