Comments (3)
This happens reliably when a maze tries to generate below Medusa's level. As such, the only way to complete the game without crashing it is happening to only generate regular dungeon levels between Medusa and the Castle or having Medusa generate adjacent to the castle. Since this makes it practically unwinnable for anyone downloading the windows binary, I am going to withdraw the release and move 8.0 back to beta status.
In the meantime, I'm not planning to fix the actual bug at fault here - instead I will take the opportunity to eradicate mazes that generate by default (i.e. not with des.mazewalk specifically requested in a lua file like the Catacombs). Levels below Medusa will always be room-and-corridor, and a level that fails to load will instead use an empty expanse as its default case.
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Thank you, that was enough to recover my save!
I respawned in a blank void, but conjuring a fake staircase up in memory seems to have worked!
Then I commented out maze generation below mesuda like you suggested, erased the broken Dlvl 24, and mklev did let me continue with a room-and-corridor without problems
src/mklev.c
@@ -1246,8 +1246,8 @@ makelevel(void)
(u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
makemaz(fillname);
} else if (In_hell(&u.uz)
- || (rn2(5) && u.uz.dnum == medusa_level.dnum
- && depth(&u.uz) > depth(&medusa_level))) {
+ /*|| (rn2(5) && u.uz.dnum == medusa_level.dnum
+ && depth(&u.uz) > depth(&medusa_level))*/) {
Now to ruin the rest of this save on my own, here we go.. =)
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As of now, random mazes have been removed from the game, so this error should no longer occur.
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