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Old January 29, 2018, 08:30   #71
PowerWyrm
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My guess is you have something which gives permanent fear, like a ring of escaping.
Nope, in object.txt, Fine Wine only grants BOLD, doesn't cure AFRAID. Since the two are separated now, I'm not even sure that's a bug. It could remain that way...
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Old January 29, 2018, 10:05   #72
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Nope, in object.txt, Fine Wine only grants BOLD, doesn't cure AFRAID. Since the two are separated now, I'm not even sure that's a bug. It could remain that way...
Quite correct, I was reading the wrong entry... Working as designed.
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Old January 29, 2018, 19:39   #73
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OK, there is a new update to master with the weapon damage bug (I think) fixed....
Actually, it was that my hack to put back in the original STR and DEX (needed for calculating hypothetical extra blows) was happening too early, so it was factored into the STR, DEX adjustments to to-hit and to-dam. Fix was to only re-adjust STR and DEX right before the blows calculation in calc_bonuses().
NOT FIXED! Sorry, Nick. I'm attaching a savefile in hope that it helps you locate the problem. DmgTstr.zip

@ currently is wielding Narthanc (has found all the 'thancs). Damage shows as 3.8 blows per round, average damage/round 184.7 vs. non-resistant creatures and 144.7 vs. others. The 'thancs in @'s pack show the same.

@ has also just found Gondricam. Inspecting it on the floor, damage shows as 2.7 blows per round, average damage/round 101.1. Picking it up, it shows the same in the pack.

Now, have @ wield Gondricam. Damage now shows as 3.0 blows per round, average damage/round 110.5. The 'thancs in @'s pack now show 4.1 blows per round, average damage/round 200 vs. non-resistant creatures and 156.8 vs. others.

Gondircam's +4 Dexterity bonus is still not properly accounted for when inspected on the floor or in the pack, and when wielded is throwing off the calculations for the other weapons which will not benefit from the Dex bonus once they are swapped.
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Old January 29, 2018, 19:48   #74
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Nope, in object.txt, Fine Wine only grants BOLD, doesn't cure AFRAID. Since the two are separated now, I'm not even sure that's a bug. It could remain that way...
Doesn't a !Boldness cure fear? What is Boldness if it doesn't cure fear? Not that fine wine would do much for me to strengthen courage, I'd need a much stiffer drink.
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Old January 29, 2018, 21:01   #75
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NOT FIXED! Sorry, Nick. I'm attaching a savefile in hope that it helps you locate the problem. Attachment 1603
Is that savefile from 4.1.2, the latest nightly build, or the feature/magic branch? If the last, which build?
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Old January 29, 2018, 21:13   #76
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Doesn't a !Boldness cure fear? What is Boldness if it doesn't cure fear? Not that fine wine would do much for me to strengthen courage, I'd need a much stiffer drink.
Boldness is temporary protection from fear. I agree that it ought to cure extant fear statuses.
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Old January 30, 2018, 02:08   #77
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Is that savefile from 4.1.2, the latest nightly build, or the feature/magic branch? If the last, which build?
It is from the latest nightly build, as linked in your post that the issue was fixed. Nightly 28 Jan 2018 at 04:25 UTC, revision c4cfd6a2, macosx
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Old January 30, 2018, 12:13   #78
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It is from the latest nightly build, as linked in your post that the issue was fixed. Nightly 28 Jan 2018 at 04:25 UTC, revision c4cfd6a2, macosx
...although apparently augmented with a couple of books from SongOfIceAndFireband - it took me some time to open

Problem confirmed - I will get back to this when I have some more time.
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Old January 30, 2018, 15:50   #79
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O wait -- I've been playing for years and I never knew that wine cured fear? *facepalm* I've always thought that non-ration food items were basically junk, and ignored them in shops.

What's the logic behind two different consumables with basically the same effect then (!boldness and wine)?
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Old January 30, 2018, 16:00   #80
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What's the logic behind two different consumables with basically the same effect then (!boldness and wine)?
Flavor? *shrug*
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