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Old November 19, 2017, 20:31   #11
Estie
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Quote:
Originally Posted by mrfy View Post
Just found a "Bronze Ring +4", no indication there's a rune to discover. When I wield it, it now says "Bronze Ring +4 {tried}". Upon inspection it appears to be a ring of Digging, since I see it has a +4 tunneling, but I'm also getting "You do not know the full extent of this item's powers."

Ah, it's the activation, which I can use for stone to mud, and now it identifies itself at a Ring of Digging. No rune to discover, as I'd already discovered tunneling. So I think this is how it is supposed to work?
It is similar with elemental rings; previously, they would identify when the resist rune was known, now you also need to activate it.
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Old November 19, 2017, 21:09   #12
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Quote:
Originally Posted by Estie View Post
Still playing the previous build, I have an amulet of wisdom <+2> {??}, when I wear it and try to attack I get the "too afraid" message but the curse doesnt show up.

Edit: But the shopkeeper smells a rat and refuses to buy it!
Savefile ?
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Old November 19, 2017, 21:24   #13
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http://s000.tinyupload.com/?file_id=...38265956162589
http://s000.tinyupload.com/?file_id=...87844183114391
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Old November 19, 2017, 21:33   #14
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Thanks, investigating.
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Old November 19, 2017, 21:36   #15
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Quote:
Originally Posted by Estie
Still playing the previous build, I have an amulet of wisdom <+2> {??}, when I wear it and try to attack I get the "too afraid" message but the curse doesnt show up.

Edit: But the shopkeeper smells a rat and refuses to buy it!
I don't have a savefile, but can confirm the existence of that bug, as I encountered it myself in a recent game (also on an Amulet of Wisdom, though I can't imagine why that would matter). I happened to have a bunch of identify rune scrolls sitting around my house at the time, so I simply magical-ID'd the curse and then zapped it with remove curse.
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Old November 19, 2017, 21:39   #16
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Yeah, I've confirmed it too. Just a matter of determining a fix now.
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Old November 20, 2017, 10:02   #17
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Quote:
Originally Posted by Sky View Post
i wore a ring <+5> and learned the rune of digging, but still had a ring <+5> {??} despite it being not cursed.


*could be*, i was not paying enough attention.
Not a bug. Rings of digging can be activated and you won't have full knowledge until you attempt the activation once.
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Old November 20, 2017, 10:37   #18
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My list from the last thread:

- white lice have smell 20, black lice don't (since other insects don't have smell, probably remove from white lice)
- zombified kobolds have smell 20, none other zombies have (probably remove)
- giant white ticks have smell 20, none other spiders have (probably remove)
- Ulfast, Son of Ulfang has smell 20, none other p have (probably remove)
- dragons + ancient dragons should have smell (they're big reptiles after all)
- bats should have smell (nearly blind, without smell they wouldn't be able to hunt preys)
- hydras should have smell (also big reptiles)
- Mr Att image doesn't appear in the manual.html help file because it's linked with an incorrect relative path
- tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
- Quaker, Master of Earth casts acid bolts and balls, yet the only element he doesn't resist is acid. It's the same for regular earth elementals too
- The ART_TAG_VERB and ART_TAG_VERB_IS don't handle plural properly (ART_TAG_VERB does nothing and ART_TAG_VERB_IS only checks that there's an "s" at the end, which is not the case for things like "rods of mapping" or "maces of disruption")
- redundant or conflicting curses vs object flags (see other thread about curses)
- Option "Display map" and "Display overhead" are reversed in the Subwindow setup menu
- Teleportation ping-pong (should use randomized distances)
- !Dragon Breath asks for direction when unID
- passwall monsters move erratically
- non lights with +1 light radius display an extra empty line when inspected
- "With 0 more STR and 0 more DEX you get 2.3 blows" when STR is drained
- indices instead of names in the debug menu
- supercharged AC on shooters (should only get regular AC)
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Old November 20, 2017, 12:13   #19
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Quote:
Originally Posted by PowerWyrm View Post
My list from the last thread:
OK, I'll group these up:

Quote:
Originally Posted by PowerWyrm View Post
- white lice have smell 20, black lice don't (since other insects don't have smell, probably remove from white lice)
- zombified kobolds have smell 20, none other zombies have (probably remove)
- giant white ticks have smell 20, none other spiders have (probably remove)
- Ulfast, Son of Ulfang has smell 20, none other p have (probably remove)
- dragons + ancient dragons should have smell (they're big reptiles after all)
- bats should have smell (nearly blind, without smell they wouldn't be able to hunt preys)
- hydras should have smell (also big reptiles)
- Quaker, Master of Earth casts acid bolts and balls, yet the only element he doesn't resist is acid. It's the same for regular earth elementals too
- passwall monsters move erratically
These can all wait for the monster revamp in 4.2

Quote:
Originally Posted by PowerWyrm View Post
- Mr Att image doesn't appear in the manual.html help file because it's linked with an incorrect relative path
- The ART_TAG_VERB and ART_TAG_VERB_IS don't handle plural properly (ART_TAG_VERB does nothing and ART_TAG_VERB_IS only checks that there's an "s" at the end, which is not the case for things like "rods of mapping" or "maces of disruption")
- redundant or conflicting curses vs object flags (see other thread about curses)
- Option "Display map" and "Display overhead" are reversed in the Subwindow setup menu
- Teleportation ping-pong (should use randomized distances)
- !Dragon Breath asks for direction when unID
- non lights with +1 light radius display an extra empty line when inspected
- "With 0 more STR and 0 more DEX you get 2.3 blows" when STR is drained
- indices instead of names in the debug menu
- supercharged AC on shooters (should only get regular AC)
These I will look at and attempt to fix before 4.1.2, probably.

Quote:
Originally Posted by PowerWyrm View Post
- tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
What?
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Old November 20, 2017, 13:51   #20
PowerWyrm
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Quote:
Originally Posted by PowerWyrm View Post
- tohit/todam on randart non-weapons based on equal values, which puts aside biggest bonus from Fingolfin
From count_nonweapon_abilities():

Code:
	if (to_hit && (to_hit == to_dam)) {
		bonus = to_dam / data->dam_increment;
		if (bonus > 0) {
			if (art->tval == TV_GLOVES) {
				file_putf(log_file, "Adding %d instances of extra to-hit and to-dam bonus for gloves\n", bonus);
				(data->art_probs[ART_IDX_GLOVE_HIT_DAM]) += bonus;
			} else {
				file_putf(log_file, "Adding %d instances of extra to-hit and to-dam bonus for non-weapon\n", bonus);
				(data->art_probs[ART_IDX_NONWEAPON_HIT_DAM]) += bonus;
			}
		}
}
The problem here is that the hit + dam bonus is added only if those values are equal. I suppose this reflects the fact that all artifact gloves with extra hit/dam (Paurnimmen, Cambeleg, Fingolfin) have the same tohit and todam. In the case of Fingolfin, the base item is "set of caestus", which already has +3 base todam. So they don't contribute to the ART_IDX_GLOVE_HIT_DAM parameter (to_hit = 10, to_dam = 7), but to ART_IDX_NONWEAPON_HIT.

Also everything that has nonzero tohit and different nonzero todam will contribute to ART_IDX_NONWEAPON_HIT only, because of the exclusive "else" (if tohit then ART_IDX_NONWEAPON_HIT else if todam then ART_IDX_NONWEAPON_DAM).

The easiest way to fix all these is to remove the tohit/todam equality when adding to ART_IDX_GLOVE_HIT_DAM/ART_IDX_NONWEAPON_HIT_DAM, then simply use the average (to_hit + to_dam) / (data->hit_increment + data->dam_increment) as bonus.
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