Issues on current master
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Sorry, I mean in buying from shops: so unseen !gainstat are going for 60 from the black market, unseen !CCW for 20 each (until you buy 1) from the temple, etc.Leave a comment:
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Yes, this is how it traditionally was; getting a reasonable price for unidentified stuff was a temporary artefact of some other changes, which I finally got around to fixing.Leave a comment:
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In the most recent nightly (f643be9), store pricing for unseen consumables seems to be setting all of them to a base value based upon object type: all unseen potions cost 20, wands 50 etc., updating to normal values once @ has seen them.Leave a comment:
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If we're talking about inscriptions how hard would it be to allow inscribing devices to letters like is possible in some variants. For example I like my ?phase @rp, ?teleport @rt, _teleport @ut & my devices inscribed around the a & z keys. This doesn't seem to work in vanilla.Leave a comment:
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Minor bug with inscriptions and praying
Even though you can start the praying process with 'p', trying to use 'p' in an inscription (@p1, ect.) doesn't work; inscriptions only allow for 'm' when trying to cast/pray a spell/prayer.
(Yeah, I know I can just use 'm' in inscriptions, but it bugs me that 'p' is a valid command and yet is not valid for inscription usage.)Leave a comment:
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Thanks - I had just noticed lava damage for monsters from THRUST_AWAY, but hadn't put it together that the player was getting it too. I'm half inclined to leave it that monsters get hurt on entry and again every turn
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The code that generalized damage from terrain has not been ported to effect_handler_THRUST_AWAY() when the player is thrown into molten lava... resulting in the player taking double damage in that case (from the effect + when player is processed).Leave a comment:
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Invisible PASS_WALL monsters are suddenly much less threat: they show up as a dark patch on the wall.Leave a comment:
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Bummer. Some change in the last several weeks affected save file compatibility. Beware, if you pull git changes rarely!Leave a comment:
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Nice catch - rune needed to be set, so I've put back the code that does that.Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():
So for that check "rune" is always false.Code:bool rune = false; (old code setting the "rune" boolean removed) ... else if ((j < player->body.count) && slot_object(player, j) && !known && ![COLOR="Red"][B]rune[/B][/COLOR]) ... /* Check if the rune is known */ (new code that doesn't use the "rune" boolean)
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Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():
So for that check "rune" is always false.Code:bool rune = false; (old code setting the "rune" boolean removed) ... else if ((j < player->body.count) && slot_object(player, j) && !known && ![COLOR="Red"][B]rune[/B][/COLOR]) ... /* Check if the rune is known */ (new code that doesn't use the "rune" boolean)
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