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Old June 20, 2019, 10:31   #41
PowerWyrm
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Quote:
Originally Posted by Tibarius View Post
I start usually with the birth option usefull kit off.

As mage you have a hard time then ... no starting books available in the shop ... doh!
Mage books are sold by Bookseller now.
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Old June 20, 2019, 14:05   #42
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Quote:
Originally Posted by Tibarius View Post
The character background always refers to the father alone ...
to make babies you need a female as well.

You are the son of a human royal prince and an elven woman.

More like this ...
This *is* a good point, although we've come a long way since the shops gave you a discount if you played a female character because I guess the original developers believed in the mythical "pussy pass"?

Feminism? In *my* Angband? It's more likely than you think!

I wonder if adding some professions as well might be add a bit of flavour. The key would be not to assign them by gender or use gendered terminology, e.g. 'dancer' is gender-neutral but 'dancing girl' is problematic. There's no reason the father can't be a weaver or a tailor (note that 'seamstress' is again problematic), and no reason a mother can't be a warrior or a priest. There are all sorts of other potentially interesting professions you might add as well, e.g.,
  • Apothecary
  • Healer
  • Bowyer
  • Fletcher
  • Innkeeper
  • Archaeologist
  • Teacher
  • Candlemaker
  • Tanner
  • Brewer
  • Miller
  • Baker
  • Potter
  • Chancellor
  • Sergeant at arms

Alternatively, you could go Pythonesque and just say, "Your mother was a hamster and your father smelt of elderberries."
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Old June 21, 2019, 04:15   #43
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You see 2 Gloopy Green Potions.
Your body starts to scramble...
You see a Gloopy Green Potion of Surprise.

um, when did this get added? It's quite a surprise.
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Old June 21, 2019, 05:43   #44
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Quote:
Originally Posted by mrfy View Post
You see 2 Gloopy Green Potions.
Your body starts to scramble...
You see a Gloopy Green Potion of Surprise.

um, when did this get added? It's quite a surprise.
It was a replacement for Lose Memories. A number of possible effects, one of them potentially useful.
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Old June 21, 2019, 08:10   #45
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Quote:
Originally Posted by mrfy View Post
You see 2 Gloopy Green Potions.
Your body starts to scramble...
You see a Gloopy Green Potion of Surprise.

um, when did this get added? It's quite a surprise.
You drink a Gloopy Green Potion of Surprise. You hear Mike Patton starting to sing...

https://www.youtube.com/watch?v=NCdUfAE5Rz8

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Old June 22, 2019, 14:53   #46
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Minor cosmetic bug using Create Arrows spell. It stays 'untried' in the spell list, even after you have already successfully cast it. You don't get extra scum EXP casting it over and over again, though
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Old June 22, 2019, 15:48   #47
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I'm playing with UndefinedBehaviorSanitizer enabled and when a monster cast a darkness spell, it emitted the following message:
project-player.c:874:28: runtime error: index 26 out of bounds for type 'element_info [25]'

Apparently, the function 'project_p' does not expect the projection type ('typ') to be outside of the element projections (ELEM_MAX: 25), which DARK_WEAK (26) is.

Last edited by Kusunose; June 22, 2019 at 15:59.
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Old June 22, 2019, 17:35   #48
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Quote:
Originally Posted by Sphara View Post
Minor cosmetic bug using Create Arrows spell. It stays 'untried' in the spell list, even after you have already successfully cast it. You don't get extra scum EXP casting it over and over again, though
Confirmed, same is happening for me.
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Old June 22, 2019, 23:50   #49
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Thanks for those last two bugs, both easily fixed in development.
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Old June 23, 2019, 09:01   #50
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New builds up on the nightlies page and angband.live with the following changes:
  • Lightning Strike can now only strike targets in line of sight (thanks kaypy)
  • Meteor Swarm now has the subsequent meteors continue past where a dead targeted monster was rather than continually hammering the same grid (kaypy again); this is a result of more general code to make multi-effect spells target correctly
  • Cones of effect now make sure to hit every grid in the target path (thanks wobbly)
  • Create arrows spell now stops showing as untried when it's tried (thanks Sphara and gglibertine)
  • Memory overrun error in darkness spell fixed (thanks Kusunose)
  • Recharge activation for Thingol now reasonable (thanks Holy_Rage)
  • Fast monsters summoned by traps are now held until the player gets a move (thanks Sphara)
  • The correct maximum (z_info->f_max) is used for bounding terrain features in map_info() (thanks wobbly)

There are also a few things which have been reported a while ago and I'm not sure if they're still problems:
  • Crashes or other weird behaviour from Single Combat
  • Problems giving things with the {??} inscription to stores
  • Monsters failing to attack a ranger's decoy
so if anyone can clear those up one way or the other, that would be good.
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