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Old September 30, 2011, 22:34   #21
bron
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Quote:
Originally Posted by Magnate View Post
tidy up any minor irritations
Ok .. here is an incredibly minor irritation: When I kill a monster and it drops gold under my feet, I can't 'g'et it: the 'g' command does nothing. If an *item* is dropped under my feet, I can 'g'et that with no problem; only treasure appears to behave this way. If I give the '5' command (i.e. "move" to the location that I'm already in), then the treasure is picked up as expected.

Edit: fix to be lower-case 'g', not upper-case 'G'

Last edited by bron; October 1, 2011 at 06:25.
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Old September 30, 2011, 22:51   #22
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Quote:
Originally Posted by bron View Post
Ok .. here is an incredibly minor irritation: When I kill a monster and it drops gold under my feet, I can't 'G'et it: the 'G' command does nothing. If an *item* is dropped under my feet, I can 'G'et that with no problem; only treasure appears to behave this way. If I give the '5' command (i.e. "move" to the location that I'm already in), then the treasure is picked up as expected.
Should be an easy one to fix. Thanks for reporting it.
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Old October 1, 2011, 11:39   #23
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My biggest issue right now is Ctrl+j not altering to the south but instead opening the menu. This is of course using the roguelike keyset.
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Old October 1, 2011, 17:26   #24
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Quote:
Originally Posted by bron View Post
Ok .. here is an incredibly minor irritation: When I kill a monster and it drops gold under my feet, I can't 'g'et it: the 'g' command does nothing. If an *item* is dropped under my feet, I can 'g'et that with no problem; only treasure appears to behave this way. If I give the '5' command (i.e. "move" to the location that I'm already in), then the treasure is picked up as expected.

Edit: fix to be lower-case 'g', not upper-case 'G'
This should be fixed in the most recent master build.
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Old October 1, 2011, 22:00   #25
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Quote:
Originally Posted by Frood View Post
My biggest issue right now is Ctrl+j not altering to the south but instead opening the menu. This is of course using the roguelike keyset.
Yes, this is part of the ongoing input layer challenges I'm afraid, so it's a 3.4 fix rather than 3.3.x - sorry.
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Old October 4, 2011, 13:08   #26
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A minor thing: armor of elvenkind retain their to-hit penalty, but not dragon scale mails of elvenkind.
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Old October 4, 2011, 13:47   #27
Timo Pietilä
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Originally Posted by PowerWyrm View Post
A minor thing: armor of elvenkind retain their to-hit penalty, but not dragon scale mails of elvenkind.
IIRC, now that you mention it, I think that applies to all ego-DSM:s. If it is ego, it doesn't have to-hit -penalty.

BTW, now that I still remember that, wouldn't it be better if that penalty would be against stealth instead? The heavier the armor the harder it is to move silently.

Could be difficult to implement nicely though (what to do if item gives stealth-bonus?).
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Old October 4, 2011, 17:11   #28
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Looking at ego_item.txt, only DSM of Craftsmanship and Elvenkind lose their to-hit penalty (see 'M' line). To be consistent with armor of Elvenkind, I think DSM of Elvenkind should retain their to-hit penalty.
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Old October 4, 2011, 17:53   #29
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Other minor things about artifacts:
- Himring: should be P:20:1d2:0:0:15 (soft armour)
- Gil-galad: should be P:20:1d4:0:0:20 (mithril shield)
- Thorin: should be W:40:6:60:60000 (small metal shield)
- Celegorm: should be P:8:1d3:0:0:20 (leather shield)
- Anarion: should be P:12:1d5:0:0:20 (large metal shield)
- Celebrimbor: missing HIDE_TYPE (SEARCH + stats)
- Gorlim: should be W:20:5:50:1 (iron helm); missing SHOW_MODS?
- Tuor: should be P:0:0d0:0:0:12 (ethereal cloak)

Some artifacts have both IM_XXX and RES_XXX. The res flag is redundant.

Some armor parts didn't have their weight updated after the base item got its weight changed some time ago. For example, Metal Caps had their weight changed from 20 to 25, but Thengel is still showing a weight of 20. In these cases, it's not important, as it could be seen as an improvement (a "lighter" version) compared to the base item.
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Old October 7, 2011, 02:56   #30
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This is a part question part minor bug and also a sign that I'm procrastinating again.

Do items such as Ingwe or _dispel evil do damage to monsters you can see (e.g. in lighted area) or in line of sight? I think its the latter as I'm sure I've cleared many a giant pit with an ESP helm without illuminating a pit even if the giants are out of visual range.

Ingwe:
Code:
     
When activated, it deals five times your level's damage to all
     evil creatures that you can see.
     Takes 209 to 410 turns to recharge at your current speed.
     Your chance of success is 95.2%
Also, the description in _holiness is a bit unclear - I have no idea how much base damage the staff does or whether it is better/worse than _power.

_holiness
Code:
     
When activated, it inflicts damage on all evil creatures you can see, 
cures 50 hit points, heals all temporary effects and grants 
you protection from evil.
Suggested wording replacement for Ingwe/dispel evil/holiness/power:

Code:
     
When activated, it deals five times your level's damage to all
     evil creatures in line of sight.
     Takes 209 to 410 turns to recharge at your current speed.
     Your chance of success is 95.2%
Lastly, some usable items (potions/scrolls/staves and items with activations) have a slight error about which nobody else probably cares. The descriptions go:

When activated, does this.

1) Currently, items with activation say "when activated," scrolls say "when read," and wands say "when aimed," which is a nice clue as to what specific action to perform. Conversely potions say "when drunk" and rods say "when activated" instead of "quaffed" and "zapped" respectively. I'd suggest replacing the context specific clues for everything to "when used," especially if alternate universal controls are going to be implemented.
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