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Old June 2, 2018, 05:41   #211
Nick
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Quote:
Originally Posted by geoff_tewierik View Post
Nick, did the disconnected map I posted about earlier check out?
Thanks for the reminder. It is indeed disconnected (it's a "moria" level, new in 4.1), and I've filed that as a bug.
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Old June 6, 2018, 01:02   #212
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Quote:
Originally Posted by Nick View Post
Thanks for the reminder. It is indeed disconnected (it's a "moria" level, new in 4.1), and I've filed that as a bug.
Related methinks: a section that I can't move out of without teleport/portal. Were this a fighter sans magic, we'd be starving to death.

PS: doing forced decent, with recall; had portal/phase/recall as ways home. Section was next to another, but no connection.
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Old June 18, 2018, 09:40   #213
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Choosing "force descent" option still generates useless up staircases.
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Old June 24, 2018, 11:39   #214
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100% searching does not appear to be 100% effective. I had a character run into a trap. This might be a problem with running, rather than searching.

If Word of Recall triggers while @ is running, @ sometimes automatically takes an extra step after being teleported to town. In my case, right into lava.

Playing the new rogue, when reaching level 5 (first spell), @ appears to have no SP and not able to cast spells until either levelling up again or taking a stairs up/down. There's also some problem with trying to wear very heavy armour: I had SP removed when trying an Adamantite Plate Mail with a low level character, and it was not given back when the armour was removed. (Unfortunately I didn't keep a save file.)

Staff of Teleportation description says "teleports you randomly 0 grids".
This may have already been reported (certainly some teleportation description were).

When an out-of-sight giant throws a boulder at @, the message is "you are hit by something sharp". I'd like to object to both "sharp" (boulder?) and to "something". For that matter, when @ is shot by an arrow, "something" is weird - can @ really not tell that they have this massive arrow sticking out?

(These are all from playing the class/magic feature branch.)
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Old June 24, 2018, 12:24   #215
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The temporary fix for the SP bug is to close the game and relaunch it.

The "something" in the description is actually "someone". Or something, in case of non-person monsters.
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Old June 27, 2018, 15:50   #216
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This may already be fixed (I am playing an older version.) But the plural of main gauche is not main gauches.
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Old July 1, 2018, 06:51   #217
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New builds up on the nightlies page, changes are:
  • Summon runes no longer summon uniques (this was actually fixed in the previous build, but I didn't report it here)
  • I think I have fixed the bug which led to a disconnected level thanks to geoff_tewierik for reporting); I believe it was an issue with how some of the new interesting rooms were described in vault.txt
  • Trap frequency re-adjusted up for some level types (thanks PowerWyrm); note that for most levels this was not necessary, as most of the traps are placed as an alternative to placing a door
  • Made "summon ringwraiths" summon ringwraiths (thanks again PowerWyrm)
  • Marked monsters as slowed or hasted when you look at them as per Ingwe's request
Thanks to olbib for providing a savefile for DEX not being restored on level up, but I couldn't reproduce that - I leveled the character up and DEX was restored.

I think this is pretty close to being releasable as 4.1.3. Any obvious issues left?
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Old July 1, 2018, 07:03   #218
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See above: running into traps with 100% perception.
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Old July 1, 2018, 10:54   #219
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Glad I could finally help with something after playing since 2.4.frogknows.
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Old July 1, 2018, 14:39   #220
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Quote:
Originally Posted by Nick View Post
I think this is pretty close to being releasable as 4.1.3. Any obvious issues left?
Apart from the "running into traps despite 100% perception" issue reported by Pete Mack, it looks to me that it's pretty close to version lock.
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