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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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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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)
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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)
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