Kevin R. Bulgrien wrote: > Server 1.3.0 off of CVS... > > The cause light wounds spell can make monsters invulverable. This has > happened to me repeatedly. No (reasonable amount of) damage can kill > the creature after this happens... > > If I were to guess, I'd guess that the death check isn't working quite > right... Possible, but seems unlikely - that check is pretty straightforward. Hp is stored in a signed int, so it is highly unlikely it is any type of overflow issue - even if the check failed for some reason, next time it took damage would have it go through the death check again. > So, then if I let the invulnerable gnoll get out of the way I am firing, > I can kill other gnolls with cause light wounds or waste hordes of them > by melee. Every now and then cause light wounds will make another > invulnerable. When you get one of these 'invulnerable' gnolls and melee it, do you still hit and do damage (eg, do messages print out to that effect), or does it just say 'you miss the gnoll'? It would be useful to get a copy of the swapped out map file with the invulnerable gnoll. I wonder if the spell has anything to do with it all - perhaps the gnoll was invulnerable even before you started casting on it (due to some other bug for example). The artifact monster could for example could be doing something wrong and make artifact monsters invulnerable for some reason. Are you seeing this behaviour with any other monsters? I don't doubt that there is a bug here someplace, but there can be many causes. If the creature somehow got immunities to the attacktype, it now isn't a hp/death check issue, but why it got those immunites. > > Magic spells never seem to do this... How good is the correlation on this? Of course, it could just be that the gnoll is getting immunity to the specific attacktype that cause wounds does (godpower I think?), and the magic spells don't do this. Its also tricky in the sense that the time to play the map could make a difference. If it is a probably with the artifact monsters, then the map has to be in play long enough for artifact (leader types) to be generated. So cure light, being a slower spell, may mean this is more likely compared to a quick romp with melee or spells of mass killing.