Thanks for the detailed feedback! I will respond inline:
I am working on this but don't have a fix yet. I have definitely seen this issue with spider summoning as well.
This is probably the result of Jeff/Gabe's work refactoring messages. The message should either reflect the immunity or just be hidden... I'm not sure which.
I think this is a result of refactoring Gabe did to generalize monster bases and remove some of the hardcoding that was present. I will have to think about whether this is worth fixing, although I agree that it seems weird (maybe some kind of orcish officers convention was going on).
I think I have seen this before. I wonder what the best thing to do is. I'm not sure I mind the current behavior, but it is a little strange. Unfortunately the fix would be to give monster detection a "-- more --" prompt or something, after which the monsters all disappear (you can't keep displaying them since the monsters might move before your next turn, and the game doesn't currently have structures to separate the view from the actual reality of the situation).
I think this is also fallout from Jeff/Gabe's work with messages
Yeah, there has been talk and I think we should keep our options open (rather than doing a bunch of work to hide this option).
Yeah, that is disappointing. Do you think dragon pits are too lucrative, vaults are not lucrative enough, or both?
Great!
I haven't taken the time to load up your savefiles yet, but do you think it's the case that too few items have rconf? Or that they're all terrible? Or just that they're not nearly as good as other items in the slot?
I am working on this but don't have a fix yet. I have definitely seen this issue with spider summoning as well.
With fire immunity, when I get breathed on I get the message "The Foo breathes fire. You resist the effect!" The resistance message is new; what exactly am I resisting here that I otherwise would be vulnerable to?
This is the second time I've seen an orc unique with an escort composed entirely of a single normally-solitary race (first time orc captains, second time orc shamen). Is this expected?
I detected a Quylthulg, after which it blinked. I saw it at its previous location, then saw it update to the new location (which was still not normally visible to me) after it blinked since my next turn hadn't come yet. Is this intended?
I saw the message "gazes at you with mind blasting". I'm pretty sure that phrasing is new and it could be better. What's wrong with the old mind blasting message?
When squelching ammo, the top setting is for all non-artifact [arrows|bolts|etc.]. Given the total lack of artifact ammo as it stands, this seems a bit odd. Then again, maybe there's plans to introduce artifact ammo in the future?
Clearing a dragon pit is far, far more lucrative than clearing a vault. Which is rather sad.
I can confirm that the earthquake bug is fixed.
This is the fourth randart game in which protection from confusion has just not been available on anything useful -- though, this time right at the endgame I got an aggravating pike that had it. I generally consider getting blindness + confusion resistance to be an important turning point for my characters, since it allows them to ditch non-0% failure escapes. This turning point happens routinely for standart characters somewhere before 3000', if I recall correctly. Blindness and confusion are important protections, and while I don't expect every randart game to provide them, going 4 in a row without them tells me that something is wrong with protection distributions.
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