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Old May 4, 2015, 13:32   #21
PowerWyrm
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Another bug: all characters have been assimilated by the Borg. When I inspect my character, it says "This is Alice, the High Elf Ranger. It is the only child of a Noldorin Ranger."

Frankly, why remove player sexes?
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Old May 4, 2015, 13:50   #22
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Quote:
Originally Posted by PowerWyrm View Post
Last time I checked the latest commits, the one about ID_WORN was still doing things the wrong way. Flag must be set at birth, removed when item is worn and checked against absence in object_was_worn(). Maybe call the flag "ID_NOT_WORN" for more clarity?
I've done the logical opposite of your fix, to get the same effect - ID_WORN is now only set on wearing, or on full ID (when it is ignored because everything is known).
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Old May 4, 2015, 13:54   #23
Timo Pietilš
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Quote:
Originally Posted by PowerWyrm View Post
Frankly, why remove player sexes?
+1. Those add flavor even if they have no impact on gameplay. I vote for adding them back.
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Old May 4, 2015, 14:09   #24
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Player sexes were taken out because
  1. Some people don't identify as male or female, and so found having to choose one (and as the first question the game asked, moreover) a bit unpleasant and
  2. The attempt to fix this by adding neuter as an option just made it clear that there were a whole range of things people might want to have as options.

So we took it out and added editable player histories, so anyone who wanted to have a character of identifiable sex could.
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Old May 4, 2015, 14:40   #25
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Finally!!!
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Old May 4, 2015, 15:01   #26
Ingwe Ingweron
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Bug #1925. A little more clarity on the activation macro bug. Apparently, it is getting through the first two steps, [A]ctivate, [a] principal weapon, just fine, the same as manual keypresses, but hits the "Type ? for help" problem upon the targeting [5] step. Since the messages are clearing instantly, there is no "More" prompt between the "This item is still charging" and the help signal (nor should there be, since the help signal isn't really a message in the message history [maybe it used to report "illegal ...something or other..."]). I'm still not sure why it used to work but now doesn't.
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Old May 4, 2015, 15:19   #27
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Update 6c27ede fixes:
  • A crash on generating randarts (actually already fixed in an unadvertised update due to myshkin)
  • Problem with wall knowledge being removed by casting darkness (and floor knowledge not being removed - logic was reversed in two different places...)
  • Incorrect message when a monster breaks a glyph
  • Multiple badnesses in ignore menu for lights, particularly ego lights

I believe the bug list (linked earlier) is now completely up to date, with a total of 39 - thanks everyone for helping.
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Old May 4, 2015, 15:25   #28
Ingwe Ingweron
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Quote:
Originally Posted by Nick View Post
I would expect this if those objects were generated in a previous version - is that the case here?
Yes, that seems to have been the issue. I haven't noticed it on recent levels.

The id-by-use seems to be working much better, however, it is still a little different. Maybe it is now working how you intend, but perhaps some explanation from you of the changes would be helpful.

Example:

You see a Metal Cap [3].
You have a Metal Cap [3] (v).
You feel the Metal Cap (v) in your pack is excellent...
[wield the Metal Cap.]
Your mind feels strangely sharper!
[Woohoo! I know this means ESP, and found on DL16 to boot!]
You are wearing a Metal Cap [3] {splendid} (j).
[Okay so far, it's not fully identified since I don't know its AC modification.]
You know more about the Metal Cap you are wearing.
The Copperhead snake misses you.
[Hmmm. Two problems here. One, the message order has always been funky, "knowing more" before the monster misses or hits, but more importantly, Two, the equipment list still only shows "a Metal Cap [3,+10] {splendid}".]

In 3.5.1, this Metal Cap would have been fully identified at this point as a Metal Cap of Telepathy. In 4.0, must I use Identify to prove it doesn't have rStun, rFire, pBlind, etc.? I.e., previously once the properties were known, the item was identified, now it seems you must also know everything the item is not.

Is that accurate, or am I missing something obvious?

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Old May 4, 2015, 15:46   #29
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Originally Posted by Ingwe Ingweron View Post
Is that accurate, or am I missing something obvious?
I can confirm, that, I believe you're right, and there should be a fix in the next update.
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Old May 4, 2015, 16:45   #30
Ingwe Ingweron
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Angband 4.0 dev 6c27ede

Ego item ignore menu problem. a Whip of Frost (1d3) {excellent}. On the individual item ignore, I get the three choices: a) This item only, b) All Blunt Melee Weapons of Frost [the Ego ignore], and c) All excellent but not splendid Blunt Melee Weapons [the quality ignore]. However, in the full Ego item ignore menu Blunt Melee Weapons of Frost are not listed.

In fact, Blunt, Sharp, and Great Weapons are listed for Blessed, Defender, Extra Attacks, various Slays, Westernesse, but they aren't listed for Frost, Flame, Lightning, or Venom.

Edit: I've also noticed that the individual item ignore menu seems to switch the order of the options. Sometimes (b) is Ego ignore, sometime (c) is. Although I may be remembering the Lantern of Brightness which you may have already fixed. I'm not sure if the order of the options is different for anything else. I'll keep my eyes out for it.
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