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Old October 1, 2020, 08:59   #91
Nick
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Quote:
Originally Posted by jevansau View Post
And thanks, it seems to be working well, except for the dark mode display.
What's the problem with dark mode display?
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Old October 2, 2020, 05:26   #92
jevansau
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Light mode and dark mode attached. If I try to move into a wall in dark mode the missing walls are very briefly displayed.
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Old October 3, 2020, 19:48   #93
Pete Mack
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Plural of main gauche is mains gauches.
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Old October 4, 2020, 01:54   #94
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Possible bug:

Hit trolls with a rod of light:
A line of shimmering blue light appears.
3 forest trolls cringe from the light!
2 forest trolls flee in terror!
The forest troll is frozen to the spot!

hit them again:
A line of shimmering blue light appears.
3 forest trolls shrivel away in the light!
The forest troll can move again.

They probably shouldn't be able to move after shriveling away in the light.
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Old October 6, 2020, 02:19   #95
Cuboideb
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In prt_moves (ui-display.c) there is a misplaced parenthesis in the return statement. The movement display overlaps the nutrition counter. It should be:

return (i != 0) ? (9 + ABS(i) / 10) : 0;
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Old October 17, 2020, 05:55   #96
Ingwe Ingweron
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Rooms/Vaults that don't map? I've never seen this before. Using a staff of mapping, but the vault remains unmapped. I can see treasure inside with detection. I can see monsters inside with detection. But mapping leaves a big black blank space. Not even the outer walls to get an idea of the dimensions. Is this something completely new?
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Old October 17, 2020, 06:01   #97
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Quote:
Originally Posted by Ingwe Ingweron View Post
Rooms/Vaults that don't map? I've never seen this before. Using a staff of mapping, but the vault remains unmapped. I can see treasure inside with detection. I can see monsters inside with detection. But mapping leaves a big black blank space. Not even the outer walls to get an idea of the dimensions. Is this something completely new?
Yes - it's been technically in the code for a while, but only implemented in the new special levels. Those have been in the code for a while too, waiting for me to fix bugs in them, until I realised that the easy thing to do was just stick them in a nightly and wait for backwardsEric and PowerWyrm to fix the bugs.
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Old October 17, 2020, 11:41   #98
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That black reaver is not breaking that wall. Just staying there instead of "advancing steadily and unstoppably".

Is granite somehow protected on outer layers of a permawall vault?
If it isn't, this is a bug, right?

EDIT: jfc, that pic came out crappy. Reaver is at 1W 3N from @.
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Old October 17, 2020, 19:00   #99
Ingwe Ingweron
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Quote:
Originally Posted by Nick View Post
...until I realised that the easy thing to do was just stick them in a nightly and wait for backwardsEric and PowerWyrm to fix the bugs.
LMAO! That's brilliant!
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Old October 19, 2020, 22:18   #100
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I've added the ability to put throwing weapons in the quiver (taking up the same space as 5 pieces of ammo) - just inscribe with @v0, @v1, or whatever.

Let me know how this pans out. It will be on the nightlies page for macOS users and on angband.live, and I'll try and get another windows build done soon too.
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