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Old June 7, 2019, 02:14   #491
Pete Mack
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This, certainly.

Quote:
Originally Posted by wobbly View Post
Clearly the digger needs to go into the shooter slot, perhaps a r _ _ k _ t l _ _ n _ _ e r.
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Old June 10, 2019, 08:06   #492
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New builds are now up on the nightlies page and angband.live with the following changes:
  • Fix to lighting so that necromancers can see properly
  • Another fix to lighting so that the outside of the walls of lit rooms no longer light up
  • !Lose Memories has been replaced with a more interesting potion
  • Fix to make monster and item list behaviour more consistent (thanks fruviad)
  • Simplified format of window.prf (the file that saves subwindow setup)
  • Added some needed break statements highlighted by compiler warnings after I upgraded my development VM, potentially fixing some bugs
  • Improved character history editing, probably removing the crashes found by Vivit
  • Made spell browsing tips clear properly when using large tiles (thanks Carg)

I believe lighting is now all working as intended - let me know if any more weirdness turns up.
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Old June 10, 2019, 12:45   #493
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So light is now mandatory for necromancer just like for everyone else?

I started yet another necromancer game in angband.live and the guy cannot read or cast without light
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Old June 10, 2019, 12:52   #494
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Quote:
Originally Posted by Sphara View Post
So light is now mandatory for necromancer just like for everyone else?

I started yet another necromancer game in angband.live and the guy cannot read or cast without light
*SIGH*

Looks like I've broken that again. Will update as soon as it's fixed

EDIT: Fixes (to not being able to spellcast, and also necro wall lighting still not being quite right) done and pushed; angband.live is updated, nightlies page should update shortly.
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Last edited by Nick; June 10, 2019 at 13:35. Reason: Reporting for duty, sir!
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Old June 10, 2019, 20:39   #495
Ingwe Ingweron
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Nick, did you recently make a change to targeting commands? It used to be that once in (*) targeting mode, the command (p) would center the target on @ and allow me to move it from there, but that no longer works as of at least today. The command (o) center on object still works, though it's a pain to have to move the cursor a lot farther. I did like the option of either.
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Old June 10, 2019, 21:53   #496
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Quote:
Originally Posted by Ingwe Ingweron View Post
Nick, did you recently make a change to targeting commands? It used to be that once in (*) targeting mode, the command (p) would center the target on @ and allow me to move it from there, but that no longer works as of at least today. The command (o) center on object still works, though it's a pain to have to move the cursor a lot farther. I did like the option of either.
That will be fixed in the next build. Moral of the story - don't always believe compiler warnings
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Old June 12, 2019, 02:21   #497
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Quote:
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  • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
Not sure this is significant, but one thing that has occurred to me is that the new improved digging renders curses on diggers trivial. Since you don't wield the digger, the curse doesn't come into play (I'm guessing).

I also want to add that this change has had one of the biggest impacts on my personal play style in the last ten years. I now am always carrying a digger. Thanks, Nick, for making inventory management one slot harder!!!
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Old June 12, 2019, 21:49   #498
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No more torch refilling (issue or bug?)

Hi,

I always used F to refill torches. But it seems I can't do it anymore. Is it intentional or a bug? Playing the latest nighly build.
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Old June 12, 2019, 22:08   #499
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Hi,

I always used F to refill torches. But it seems I can't do it anymore. Is it intentional or a bug? Playing the latest nighly build.
Torches haven't been refillable for a while - when one runs out you just throw it away.
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Old June 12, 2019, 22:09   #500
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Quote:
Originally Posted by Clearshade View Post
Not sure this is significant, but one thing that has occurred to me is that the new improved digging renders curses on diggers trivial. Since you don't wield the digger, the curse doesn't come into play (I'm guessing).
I hadn't thought about that - I think I'm fine with it, though. Glad you're using them more, that was the intent
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