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Old April 23, 2011, 11:28   #1
buzzkill
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Unofficial DAJAngband 1.31 bugs n' stuff

Here's a very minor bug. You receive an auto-inscription message for items ID'd after your death.

Code:
You die.
You auto-inscribe a potion of speed {@q7}.
I don't normally use auto-inscriptions so maybe this is already commonly known and generally accepted, and in any case isn't that big of a deal, it just stood out as odd to me.
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Old May 4, 2011, 13:55   #2
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Lighting non-standard, cavern-type levels is a pain. Even if you can cast illumination, the spell does little more than convert your torch light radius into permanent light, which, for the most past, still leaves you in the dark and subject to attack from unseen enemies.

I suppose I could use Enlightenment but that seems a bit overboard just to gain the lighting effect. Maybe a new, more mana intensive spell, that takes illumination to the next level. A spell that lights an area of the dungeon regardless of room structure and/or walls, or even just a simple LoS lighting spell that illuminates everything within LoS.

Is there anything in DaJ that makes exploration without a light source more stealthy (cause at this point, I'm willing to consider trying it)?
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Old May 4, 2011, 21:03   #3
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Quote:
Originally Posted by buzzkill View Post
Here's a very minor bug. You receive an auto-inscription message for items ID'd after your death.

Code:
You die.
You auto-inscribe a potion of speed {@q7}.
I don't normally use auto-inscriptions so maybe this is already commonly known and generally accepted, and in any case isn't that big of a deal, it just stood out as odd to me.
Yeah, I've seen this many times, just didn't think it was worth fixing (though I guess it probably wouldn't be hard to fix).
my most common one is:
Code:
You die.
You auto-inscribe a mushroom of unhealth {@v6}.
Quote:
Originally Posted by buzzkill View Post
Lighting non-standard, cavern-type levels is a pain...
I've already made it so all illumination effects have a +2 radius when in cavern levels for next release. I'll also probably make some areas in cavern which start out perma-lit.

Quote:
Originally Posted by buzzkill View Post
Is there anything in DaJ that makes exploration without a light source more stealthy (cause at this point, I'm willing to consider trying it)?
Try the assassin class. They get the Step into Darkness spell early which adds stealth, gives short-lasting darkvision, and reduces your light radius. I think that's the closest that DAJ has to what you said.

You also might want to try playing a dwarf for their innate darkvision.
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Old May 5, 2011, 02:24   #4
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I suppose I could be mistaken about this, because it seems awfully odd, but...

I discarded some artifact armour, just left it on the dungeon floor, because it was no longer useful to me.

Several dungeon levels later, it reappeared on the floor, already ID'd. I suppose it's possible, though unlikely, that I revisited that same depth at a later time, but that doesn't really explain it, does it?
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Old May 5, 2011, 02:55   #5
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Quote:
Originally Posted by buzzkill View Post
I suppose I could be mistaken about this, because it seems awfully odd, but...

I discarded some artifact armour, just left it on the dungeon floor, because it was no longer useful to me.
Several dungeon levels later, it reappeared on the floor, already ID'd.
That's really weird. Is it listed twice in the character history?
I'll add it to my todo list.
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Old May 5, 2011, 03:30   #6
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Quote:
Originally Posted by will_asher View Post
That's really weird. Is it listed twice in the character history?
No, just once, but I didn't pick it up the second time, I just detected it.
It doesn't say (lost) after it either.

Looking at the character history, there was also an artifact sword I found that along with minor bonuses, had aggravation, so I left it behind and it's not listed at all.

Comp character, FYI.
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Old May 6, 2011, 00:15   #7
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If it isn't listed as all, that would mean it's one of the ego pseudo-randarts (which will be listed in the history as of next time I break savefiles).
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Old May 7, 2011, 17:25   #8
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My bladed boomerang of extra attacks "sometimes causes me to hit myself". So, because the boomerang is in my quiver, I sometimes hit myself with my Defender (or other wielded weapon). It this intended?

... also, the teleporter box seems to have a really hard time doing it's job. I have to stand next to it forever before it sucessfully grabs me, and even then it seems to really take it's time before actually teleporting anywhere. More trouble than what's it's worth in it's current state IMO.
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Old May 8, 2011, 00:42   #9
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Playing with 32x32 tiles, detect treasure detects a ring mimic, but doesn't display it. If I (accidentally) scroll over where it's at it says "a black diamond ring of dexterity" but shows no graphic (just darkness). Detecting monsters, revealed it to be an actual mimic. Don't know if it's strictly a tile problem or not?

...also, Shift-q asks "Do I really want to abandon the quest?"... what quest?
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Old May 8, 2011, 03:32   #10
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Quote:
Originally Posted by buzzkill View Post
My bladed boomerang of extra attacks "sometimes causes me to hit myself". So, because the boomerang is in my quiver, I sometimes hit myself with my Defender (or other wielded weapon). It this intended?

... also, the teleporter box seems to have a really hard time doing it's job. I have to stand next to it forever before it sucessfully grabs me, and even then it seems to really take it's time before actually teleporting anywhere. More trouble than what's it's worth in it's current state IMO.
I wondered about the mention of hitting yourself in your dump (I should've read this before commenting on your dump...). No, a bladed boomerang is only meant to make you hit yourself with the boomerang, not your melee weapon. I think that is already fixed because of another fix I made in the past week, but I'll make sure.
EDIT: Just realized it was soyaki who mentioned hitting himself in the dump.
EDIT: ...and he doesn't have a boomerang or anything with the DANGER flag. hmmm...
EDIT: I just made a wizmode character and put a boomerang in my quiver and it isn't causing me to hit myself in melee. Could you send me a copy of your savefile?

I've noticed that with the teleporter box also. It was pretty experimental in this version. FYI, there's also a bug that if you choose to jump to your max depth+1 in a teleporter box, it just takes you to your current level + 1 (which is anticlimatic if you used the box from the town). I'll fix these things for next release.
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