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Old July 6, 2017, 22:57   #71
Sideways
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Since probing a monster now reveals everything about it, the prayer descriptions for Priest and Paladin (which suggest probing doesn't reveal a monster's melee or spell/breath attacks) need to be updated.

The priest/paladin enchant prayer descriptions also need updating; they suggest enchanting an item has a chance to uncurse it, which is no longer true.
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Last edited by Sideways; July 7, 2017 at 00:49.
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Old July 7, 2017, 15:08   #72
dos350
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honestly why was detect stairs &etc priest spell taken, can we have it back please
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Old July 8, 2017, 20:00   #73
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Minor issue:
The mage spell "Teleport level" says in its description "This spell has no effect when the option to restrict the use of stairs and recall is set." But force_descend and no_recall are now two separate options.


More major issue: The cheat_know option for "know complete monster info" lies about resistances.
For example: I saw a will-o'-the-wisp and its monster recall claimed "It resists bright light, rock remover, and poison, and does not resist fire, cold, etc...", but in reality it resists all four base elements.
After I cast firebolt on it, the recall changed to say that it DID resist fire, and so on for each element

I realised shortly after this that Angband 4 added the new system with lore.txt, so I just edited that with the contents of monster.txt instead of using cheat_know, and monster resistances started displaying properly.

But I have to ask: why does cheat_know still exist, then? Why are there two very different ways to do the same thing?
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Old July 8, 2017, 20:26   #74
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Long-time tiny issue that's still unfixed: the monster spell that wounds for 225 reads "325" in monster descriptions.
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Old July 9, 2017, 06:10   #75
luneya
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Okay, I've got a repeatable freeze bug on the officially-distributed OSX binary; the attached zips contain a savefile and a pair of crash dumps. The player character has just entered some sort of special level. The entrance is a 1x1 room with just the upstair. Reading scroll of mapping reveals that the level proper is a large cave to the right of the starting room. Attempting to read phase door or teleportation causes the game to freeze, requiring me to force quit the Angband app. Digging out of the initial trap works, so I can continue the game without an emergency save-file edit, but whatever is making the game freeze still needs to be fixed.
Attached Files
File Type: zip angband_freeze.zip (14.2 KB, 5 views)
File Type: zip angband freeze log.zip (57.1 KB, 5 views)
File Type: zip second freeze log.zip (57.9 KB, 5 views)
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Old July 10, 2017, 08:58   #76
wobbly
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A request for a UI improvement. When you inspect a weapon & it says "you are too weak to use this weapon", it'd be nice if it told me how much extra str I need. That way I know if it's worth picking up till I find a =str or !brawn.
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Old July 11, 2017, 21:39   #77
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Not sure if this has been already reported, but I found an Elfstone randart that's reported in my character history as a two-handed great flail. (I had previously found a different Elfstone randart that's correctly listed as an Elfstone; not sure if that has anything to do with the bug.)
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Old July 16, 2017, 12:26   #78
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When my pack overflows and an artifact is dropped, the message is "You no longer have the the [artifact]", with an extra the.
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Old July 18, 2017, 18:28   #79
Ingwe Ingweron
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Town always the same, even when starting a new @. I remember reading here recently that this was an unintended consequence, but not necessarily considered bad, regardless of whether one hit's "N" to "start afresh", because it is the same starting savefile with its knowledge base. However, angband.live, with it's sign-in model, ends up having the same town setup forever because the starting file is connected to the username login used to sign-in (unless we create new sign-in identities or ask qwarl to physically change it for us). This seems flawed, to me. Possibly the town should remain the same if one chooses "Y" for previous, but if one chooses "N" to start afresh the town should change.
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Old July 18, 2017, 18:42   #80
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There's a workaround for this. Thanks to some of the improvements to V's code I can fairly easily tell if a character is dead, and if so delete the savefile and allow the game to create a new one in the same name. The competition mode works a little like this.

However:

Despite using the .prf system for many things, various options are set in the savefile itself (you can notice this with competition savefiles). There may be some wizardry about .prf files that could get round that. I'm not sure.
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