(BTW, this is handled by the object_flags_known function and is configurable with the compile option: SPOIL_EGO_ITEMS. Personally, I don't think egos should be spoiled this way until the player *identifies* at least one ego item of the corresponding type, but that's something for another day.)
So I'm guessing that the object inspection command needs to also tell the player about these "known flags"? That should not be too hard to implement, I think. I'm not sure when I will get back to coding ... I'll try to remember to address this when I do

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