Just noticed that Feature Knowledge on the knowledge menu doesn't seem to list traps any more. In 3.5 they have their own subsection and are all known from the beginning, but in 4.0 they're not listed anywhere even after you've encountered a few.
Yeah, that's on my to do list (#1935) - because they're not terrain features any more they need different treatment, and I didn't realise until a few days ago (while reading the glyph of warding thread) that we'd lost information.
And I'll change the ominous red to boring light grey
Just noticed that Feature Knowledge on the knowledge menu doesn't seem to list traps any more. In 3.5 they have their own subsection and are all known from the beginning, but in 4.0 they're not listed anywhere even after you've encountered a few.
I'm afraid the new starting screen doesn't move/redraw if you resize the window, so you end up with only one corner of it visible if you reduce the main window to minimum size. (If you exit then restart, though, it does then appear correctly in the smaller window.) Also, this is probably just me and my terrible eyes, but I must admit I find the bright red text on black a bit painful to try and read.
And thanks for installing the tiles! I quite like the new-look town: my tileset's still using the old brown permarock colour for walls, so between that and the lava and brown rubble the town now looks quite 'warm' and cave-like compared to the dungeon corridors. Much more atmospheric than 3.5 town.
Latest version, wield a weapon, then press 'n'. This causes @ to take off the weapon and re-equip the same weapon. This probably happens with other items but I don't currently have any other wieldable items. Maybe n should be disabled after wielding?
Is there some reason we can't get damage displayed in the message line for magical attacks?
Melee attacks and missile attacks both show damage in the message line when "show_damage" is engaged, but magical attacks (e.g., magic missile, orb of destruction, etc.) do not. I know it's not in 3.5.1, but I don't view it as a game change. It never made the bug list though.
I'm confused. This was the no standstill with [,] on OSX, and it doesn't fix with a redraw. A monster standing around the corner will not move, no matter how many times I press [,]. Nothing happens. If I rest, however, the monster comes right away.
That is odd - I have just tested in OSX, and it is purely a redraw problem for me. I can have a character in the town, and the stand still command results in monsters moving exactly as expected.
For me, on OSX, nothing happens. No turncount, no monster movement, nothing.
I'm confused. This was the no standstill with [,] on OSX, and it doesn't fix with a redraw. A monster standing around the corner will not move, no matter how many times I press [,]. Nothing happens. If I rest, however, the monster comes right away.
For me, on OSX, nothing happens. No turncount, no monster movement, nothing.
Looks like it's the redraw thing again - and it seems to be OSX-specific. In Linux, with a character window open, turncount will update every 3 or 4 , presses; in OSX, nothing, but it updates after a redraw.
This is probably the same underlying issue as the speed display not updating in OSX.
EDIT: Belay that, I get the identical behaviour in Linux if I start a new character - I'm guessing the update is happening randomly due to other stuff going on in the game (a monster moving, say), so it's more likely to happen with more advanced character or one that's been on a level for a while. On the whole this is good news - it probably means I just need to tell the game to redraw in some more places.
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