Current master post-4.2.2

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  • MattB
    replied
    Originally posted by Nick
    Demon spawn?
    Hahaha!
    Fair point and well made.
    Yes, there was lots of lava but very little larvae.

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  • Nick
    replied
    Originally posted by MattB
    Tonnes of larva.
    Demon spawn?

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  • MattB
    replied
    Originally posted by archolewa
    Sounds like a demon pit. I'd just waddle right on by. There will be more rings of speeds *not* being sat on by an Army of the Damned.
    It's not a pit, per se. Looks more like hell. Tonnes of larva.
    But yes, I'm 99% certain I'm going to zap myself far, far away.
    But the longer I look at it the more tempted I am to have a go. After all, there will always be more Half-Troll warriors, right?...

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  • archolewa
    replied
    Originally posted by MattB
    Just spent ten minutes outside of a room. Thinking.

    In the middle is a ring of speed.

    The problem is what is around said ring, namely:
    16 Pit Fiends (out of depth)
    13 Horned Reapers
    9 Gelugons
    8 Osyluths
    6 Bile Demons
    5 barbazu
    3 Hezrous
    3 Lesser Balrogs
    4 Mariliths
    4 Nalfeshnees
    5 Vrocks.

    At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'

    But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.

    Edit: I bet the ring is a bloody mimic too...
    Sounds like a demon pit. I'd just waddle right on by. There will be more rings of speeds *not* being sat on by an Army of the Damned.

    Leave a comment:


  • MattB
    replied
    Just spent ten minutes outside of a room. Thinking.

    In the middle is a ring of speed.

    The problem is what is around said ring, namely:
    16 Pit Fiends (out of depth)
    13 Horned Reapers
    9 Gelugons
    8 Osyluths
    6 Bile Demons
    5 barbazu
    3 Hezrous
    3 Lesser Balrogs
    4 Mariliths
    4 Nalfeshnees
    5 Vrocks.

    At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'

    But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.

    Edit: I bet the ring is a bloody mimic too...

    Leave a comment:


  • will_asher
    replied
    Originally posted by whartung
    The point being that if a necromancer is next to a lit monster, the light from the monster is enough to effect the necromancer, but apparently not enough to let a spell user "see". That's the inconsistency that I am seeing.
    While we're talking about lighting, I think it's weird that you can see the light on the outside wall of a lit room. Light shouldn't go through walls.

    Leave a comment:


  • whartung
    replied
    Originally posted by PowerWyrm
    Nothing to do with necromancers, it's true for any character. You can only "see" if you have a light or if the square is lit (like in a room). If you stand in the light of a monster, you cannot "see", which is illogical.
    The point being that if a necromancer is next to a lit monster, the light from the monster is enough to effect the necromancer, but apparently not enough to let a spell user "see". That's the inconsistency that I am seeing.

    Leave a comment:


  • DavidMedley
    replied
    I also think not being able to throw your equipped melee weapon is weird.

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  • MattB
    replied
    Originally posted by Ingwe Ingweron
    "You cannot throw wielded items."

    Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!
    I suspect this is more a safety net than a bug.
    Who wants to luzz your main weapon at that magma elemental when you meant to chuck a throwing axe?
    Oops. Crush.

    Leave a comment:


  • Ingwe Ingweron
    replied
    "You cannot throw wielded items."

    Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!

    Leave a comment:


  • PowerWyrm
    replied
    Another nice bug, which is actually hidden: books are never "known" (the "object_is_known" function used on a book will always return false unless it was bought from a store). This happens because the EASY_KNOW flag for books is on the object base, but is only transfered in finish_parse_object() while parsing object.txt. However books are now parsed from class.txt!

    Fix: add

    Code:
    kf_union(kind->kind_flags, kb_info[kind->tval].kind_flags);
    at the end of write_book_kind() in init.c.
    Last edited by PowerWyrm; April 16, 2021, 17:03.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by whartung
    Does this work against lit monsters?

    In the necromancer thread, there was talk about not being able to cast spells well against lit monsters. Seems like the two should be related.
    Nothing to do with necromancers, it's true for any character. You can only "see" if you have a light or if the square is lit (like in a room). If you stand in the light of a monster, you cannot "see", which is illogical.

    Leave a comment:


  • whartung
    replied
    Originally posted by PowerWyrm
    Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).
    Does this work against lit monsters?

    In the necromancer thread, there was talk about not being able to cast spells well against lit monsters. Seems like the two should be related.

    Leave a comment:


  • PowerWyrm
    replied
    - create a Mage
    - go to 100ft
    - find a sleeping apprentice
    - remove torch
    - stand near the apprentice
    - try to cast a spell

    Result: "you cannot see" message.

    Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).

    Leave a comment:


  • wobbly
    replied
    From memory throwing works a little more like having multiple blows in the sense that it's multiplying the branded damage where as a shooter is adding to the brand multiplier.

    Leave a comment:

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