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Old July 2, 2017, 05:30   #41
Pete Mack
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@Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)
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Old July 2, 2017, 10:19   #42
Ingwe Ingweron
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Quote:
Originally Posted by Pete Mack View Post
@Nick--worrying about town rubble isn't worth it. The rest of the town is permanent, which lets you get by with a single RNG seed to store the whole town. Better make permanent--or no--rubble instead. Or just ignore the whole issue. Extra complexity for complexity's sake like this is a bad idea. (It's why I suggested lava streamers a while back.)
Besides, falling rock from the mountain accumulates in the town as rubble, and it should come as no surprise to an obsessive-compulsive adventurer who cleans the town of rubble, if they find upon returning to town that more rubble has fallen. Beware of Falling Rocks!
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Old July 2, 2017, 10:26   #43
kaypy
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Currently monster flags OPEN_DOOR and BASH_DOOR do the same thing.

The code in mon_move line 868 onward does roughly:
a) Choose whether to bash (50% chance)
b) Abort if the monster can neither bash nor open
c) Do whatever was determined in (a)

It needs to do one of
* only choose actions it is capable of
or
* abort if it cannot do the chosen action

Although the mental image of a Great Wyrm hunched down at a door with a teeny tiny set of lockpicks in its claws is rather amusing...
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Old July 2, 2017, 18:18   #44
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I don't know if this is an issue, or just a new behaviour.

Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

That's was the 4.0.x behaviour when you detect a squelched object, so it seems correct.

But sometimes you see an object directly, but it disappears when you move on to it. Example: enter a room and see some armour on the floor. Move on to it, only to find there's no message and the armour has gone. Is this another type of squelch behaviour? I don't recall it in 4.0.x.

I'm running 4.1.0 on Windows.
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Old July 2, 2017, 19:06   #45
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Just died to an out-of-depth nexus vortex and I have no idea how. It breathed 3x in a row, where I got no moves in between. Messages were
"Nexus breathes nexus
You resist the affects"
Somehow I lost turns to its breaths, which I had no idea was possible.
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Old July 2, 2017, 19:49   #46
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Could it have scrambled your stats, causing your STR to be low, reducing your speed (due to burden), and thus allowing it to get a second breath off? That doesn't explain three breaths in a row, though...
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Old July 2, 2017, 21:09   #47
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What's the current breath attenuation scheme? (I want to know how soon I can kill mature dragons without resistances.)
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Old July 3, 2017, 18:06   #48
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Did soulkeeper used to have more resistances? The description makes it sound like it should have rNether (as well as rNexus and sustain CON, to be sure.) As it stands, its only attraction is heal_1000 every now and then, which is nice, but not enough to give up rConf.
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Old July 4, 2017, 01:13   #49
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It's impossible to read on lava squares adjacent only to walls and other lava squares; the game says you have no light to read by, even if you have a light source.
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Old July 4, 2017, 12:40   #50
Pondlife
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I mentioned this a couple of days ago, but I'm posting again just in case it got missed.

Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

I suspect these are objects I've squelched, and it was the same in 4.0.

But sometimes you see an object directly, but it disappears when you move on to it. Example: Kill something that generates a drop. Move on to the dropped object, only to find there's no message and the object has gone. Is this another type of squelch behaviour? I think in 4.0, squelched objects in monster drops never appeared.

I'm running 4.1.0 on Windows.
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