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Old February 25, 2021, 13:49   #231
Pete Mack
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Yes, I occasionally use nCurses.
Edit. Damn autocorrect

Last edited by Pete Mack; February 25, 2021 at 19:13.
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Old February 25, 2021, 17:35   #232
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Quote:
Originally Posted by Nick View Post
If you (or anyone) think that this is the wrong behaviour for selling cursed objects, backwardsEric has provided a patch to change it so that all properties of the curse are learned. Opinions welcome
It can go either way. Guess that one property is just incredibly rare to learn, which is why I noticed it.
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Old February 26, 2021, 22:45   #233
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New build on the github release page, with two small fixes:
  • Correction of some errors in randart generation, thanks PowerWyrm
  • Slight fix to quiver counting, thanks David Medley for reporting and backwardsEric for fixing
This should be ready to go for 4.2.2 now, I think. On the auto_more question, I can't see why anyone would use auto_more if they don't have a message window open - please let me know if there is a good reason, and I'll just revert the whole thing.
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Old February 27, 2021, 01:24   #234
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Quote:
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This should be ready to go for 4.2.2 now, I think. On the auto_more question, I can't see why anyone would use auto_more if they don't have a message window open - please let me know if there is a good reason, and I'll just revert the whole thing.
It's a silly thing. In the android port there isn't much place for the messages subwindow, but auto_more saves a lot of presses. It's useful to see the last message for inspecting the floor. Of course, sometimes I have to trigger ^P to see the missing messages.

Keep the change, I can comment that line in the port sources. There is no need to write a complex solution for just that line.
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Old February 27, 2021, 02:09   #235
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Originally Posted by Cuboideb View Post
It's a silly thing. In the android port there isn't much place for the messages subwindow, but auto_more saves a lot of presses. It's useful to see the last message for inspecting the floor. Of course, sometimes I have to trigger ^P to see the missing messages.

Keep the change, I can comment that line in the port sources. There is no need to write a complex solution for just that line.
Excellent, thanks
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Old February 27, 2021, 04:04   #236
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I saw this mentioned before, but now that it's happened to me I actually give a shit...

Fighting an Ancient Green with double poison resist and the foul worm down to 4 stars, it breathes its poisonous vapor on me.

Quote:
You resist the effect!
The stench sickens you.
You feel very sickly.
The resisted effect must be the poisoned status effect. I think the sickens/sickly are the same thing, which is reduced CON. I only took 9 HP of damage!

This seems... off...
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Old February 27, 2021, 06:48   #237
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I saw this mentioned before, but now that it's happened to me I actually give a shit...

Fighting an Ancient Green with double poison resist and the foul worm down to 4 stars, it breathes its poisonous vapor on me.



The resisted effect must be the poisoned status effect. I think the sickens/sickly are the same thing, which is reduced CON. I only took 9 HP of damage!

This seems... off...
OK, new update is up which fixes this. Still some possible issues with throwables in the inventory/quiver.
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Old February 27, 2021, 22:26   #238
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Any chance of improving the max depth for randarts? Tends to be way too low for lights in particular.
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Old February 28, 2021, 11:26   #239
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There is a minor bug in rune id that shows ? symbols on the character abilities for S.Inv and ESP even though it is clear the equipment does not have them.
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Old February 28, 2021, 11:30   #240
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jevensau--
I don't see how, since (say) every wooden torch after depth 40 would then be an artifact and therefore obvious.
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