
A big thank you to new member xbleh, who's jailbroken phone allowed him to locate the save game file he had with this issue and send it to me! Without that file to examine I'd probably never figure this one out

Seems to make sense, i found a way around the crashing by simply taking alternative routes to the room where it crashes (incidently i did/do have a ring of searching). Anyway thanks for your response as always, I'm sure we can all be patient enough waiting for 1.6!CommanderData wrote:I think the additional crashes you see in deeper dives are due to the recently discovered bug with traps being laid on top of other traps. The amount of traps you would find should increase with depth in the dungeon, which makes it more likely that 2 will be placed on top of each other as you dive deeper.
If you had no searching active (Gimli, Rings, etc) and actually just stumbled onto one of these layered traps it would dump right out of the game. This will be fixed for 1.6, which has been proceeding at a snails pace because of my day job... I apologize to everyone who's dying to see some new content, bug fixes, or their new secret characters~ you have not been forgotten!!!
Ice monsters have freezing capabilities which can be devastating from long range as the effects can stack up causing you to be frozen for many turns, so that sounds about right. I think Emus are as close as you get to mid level cannon fodder.JazzFish wrote:Not necessarily a bug, but an oddity: I think the experience values for Zombie (~5) and Ice Monster (~15) may be swapped. Also, Emus appear later than seems reasonable for how easy they are to kill.
(Loving the game; I've been a fan of Rogue since the mid-eighties. Still haven't eked out a win; stupid Griffins.)