Issues on current master

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  • Nick
    replied
    Originally posted by Byzantium
    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.
    Ah, OK - that wasn't intended. Thanks for the report.

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  • Byzantium
    replied
    Originally posted by Nick
    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.
    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.

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  • Nick
    replied
    Originally posted by Byzantium
    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.
    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.

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  • Byzantium
    replied
    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:


  • wobbly
    replied
    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.

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  • MITZE
    replied
    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.)

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  • Nick
    replied
    Originally posted by PowerWyrm
    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).
    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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  • PowerWyrm
    replied
    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).

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  • Pete Mack
    replied
    Invisible PASS_WALL monsters are suddenly much less threat: they show up as a dark patch on the wall.

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  • Pete Mack
    replied
    Bummer. Some change in the last several weeks affected save file compatibility. Beware, if you pull git changes rarely!

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  • Ingwe Ingweron
    replied
    Originally posted by Sky
    erpderp?!?

    i cannot open doors automatically??
    This bug came in the latest nightly, and also affects automatic disarming of traps. Nick is working on a fix. See the other 4.1 bug thread.

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  • Sky
    replied
    erpderp?!?

    i cannot open doors automatically??

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():

    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)
    So for that check "rune" is always false.
    Nice catch - rune needed to be set, so I've put back the code that does that.

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  • PowerWyrm
    replied
    Commit 8e3e6b2, some code checking if the rune is known has been moved at the end of display_resistance_panel():

    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)
    So for that check "rune" is always false.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    EDIT: NO. Randart seed is 131295932. build was g535565d from the 9th.
    Yeah, the fix was done after that build.

    Leave a comment:

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