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Old May 28, 2017, 03:39   #51
Derakon
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Quote:
Originally Posted by Nick View Post
This seems pretty reasonable to me too. What do others think?

Thanks for all the analysis of ID, that clarifies a few things for me.
I am quite all right with erring on the side of making Identify "too easy" rather than too hard. I've never found the "identification minigame" to be interesting.
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Old May 28, 2017, 03:44   #52
Estie
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My warriors are commonly groping for id scrolls. The main contributor to this problem are the gazillion different curses; there seem to be a similar amount as positive runes.

I dont suppose that players are expected to "id by use" curses, so given the (otherwise appropriate, imo) role curses play currently, the id requirement seems blown out of proportion.

Maybe make a feature out of the bug: reading a remove curse scroll could actually identify all the curse runes on an item, whether they get removed or not. Since those scrolls are guaranteed in town, curse runes wont require precious id anymore. But unremovable cursed items should probably become targetable then.

Last edited by Estie; May 28, 2017 at 03:56. Reason: Edit: omg so many typos
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Old May 29, 2017, 02:01   #53
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I've experienced a failure with the AI. Attached is a save file that demonstrates the problem. @ is in an ASC fighting Kronus, who has just broken the Rune of Protection @ was standing on, and then breathed fire or plasma or whatever it is and converted the space into lava. @ then backs up one space in the ASC to the fallback rune. Kronous does NOT step forward into the lava, nor move back, he just stands there. @ now spams OOD into the lava space, dealing indirect area damage to Kronos, who continues to stand there stupidly. Since @ regenerates SP faster than the monster heals, this can continue until the monster is near death and flees in terror.

Also, there really needs to be some short message mentioning that @ is being damaged by the lava. Right now, it appears that the damage is done silently, making it relatively easy to miss the fact that the floor you thought you were standing on has turned into molten lava; something that I personally think would be relatively easy to notice :-)
Attached Files
File Type: zip AI.fail.zip (28.8 KB, 124 views)

Last edited by bron; May 29, 2017 at 02:15.
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Old May 29, 2017, 02:06   #54
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It appears that the "Unbarring Ways" prayer does not work on traps on chests, whereas the older version did. Is this intentional?

When I cast "Detection", objects are shown as a red '*'. But a chest mimic is shown as a '~', revealing the fact that it is a monster, rather than an object. But if I 'l'ook at it, it is still described as a "chest" not as a "mimic". One could argue both ways about whether it should be revealed by the Detection or not, but the current behavior seems inconsistent: either the Detection should show it as a '*', or it should be identified as a mimic.

Last edited by bron; May 29, 2017 at 02:13.
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Old May 30, 2017, 16:15   #55
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HTML dump crashes the program
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Old May 30, 2017, 19:23   #56
Pete Mack
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Yes; and this is a huge pain, especially because of the temptation to try right after a big fight.
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HTML dump crashes the program
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Old May 30, 2017, 22:15   #57
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HTML dump crashes the program
This is (or at least should be) fixed in the nightlies now.
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Old May 31, 2017, 22:06   #58
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Another minor issue with the nightly:

I use a "Rod of Disable Traps" on a trap in a corridor. If I then run ('.') down the hallway. the character stops next to the (now disabled) trap, just as they would have if the trap had not been disabled. If I attempt to run down the hall while starting *next to* the disabled trap, the game will attempt to disarm the (disabled) trap.
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Old June 1, 2017, 20:42   #59
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And another:

I 'u'se an unknown staff. It tells me "You have no curses to remove." But the staff remains unidentified.
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Old June 3, 2017, 03:22   #60
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And another:

I 'u'se an unknown staff. It tells me "You have no curses to remove." But the staff remains unidentified.
This is working for me - I am guessing this report is from a nightly before it was fixed.
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