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Old May 19, 2017, 00:23   #181
Gwarl
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Quote:
Originally Posted by Ingwe Ingweron View Post
Using a flavored staff in an attempt to id-by-use. Get the message, "you have no curses to remove", but, the staff remains unidentified. Obviously, a staff of remove curse.
Happens with scrolls of remove curse too, and doesn't consume the scroll.
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Old May 19, 2017, 01:01   #182
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Quote:
Originally Posted by Gwarl View Post
Happens with scrolls of remove curse too, and doesn't consume the scroll.
Ah no, the scroll is identified after the attempt while the staff isnt untill you actually use it on a cursed item.
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Old May 19, 2017, 03:16   #183
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If you destroy an item on the ground with remove curse it doesn't update properly till you move
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Old May 19, 2017, 09:34   #184
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Deathwreaker does "980.4 vs. undead, 668 vs. undead".
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Old May 19, 2017, 10:16   #185
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Quote:
Originally Posted by PowerWyrm View Post
Deathwreaker does "980.4 vs. undead, 668 vs. undead".
Yeah, I noticed that too. Isn't the second one supposed to be demons?
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Old May 19, 2017, 12:58   #186
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Quote:
Originally Posted by Ingwe Ingweron View Post
Yeah, I noticed that too. Isn't the second one supposed to be demons?
Nope, it's a bug due to mace of disruption having "slay" undead and Deathwreaker itself having "*slay*" undead. The description says: "Slays undead (powerfully), undead...", so the same problem happens there too.
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Old May 19, 2017, 18:30   #187
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same if you get a brand or slay off-weapon.
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Old May 19, 2017, 22:03   #188
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Open door on move doesn't work if you have unbarring ways cast
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Old May 20, 2017, 05:01   #189
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New build up on the nightlies page.

Changes:
  • Fix to off-by-one bug in object power calculations (thanks PowerWyrm)
  • Remove the lower power limit for item to base randarts off. This should fix the problem of having so many randart rings based on =Escaping, and also should allow better high-end randart weapons. Randart DSMs are still a bit OP.
  • Have the game create a diagnosis file when it crashes due to problems with object piles (which IME pretty much all crashes are due to). So if you get a crash which tells you a pile_error.txt file has been created, please report it and include the contents of the file in your report.

I prioritised these ones because randarts need time to assess, and because I regard any crashes as completely unacceptable. I'll try to get to some of the merely annoying bugs (like the passable rubble thing, ID issues, etc) next.
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Old May 20, 2017, 07:01   #190
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And another one. Changes this time:
  • Monsters can now find their way through passable rubble
  • Magic devices should ID appropriately on use, even things like Remove Curse where no charge is used
  • Attempting to remove a curse no longer gives knowledge of unknown curses
  • Breaths have been buffed considerably; most monster breaths will still be full power 5 grids away, or 9 grids for powerful monsters

Let me know how all this is working (or not).
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