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Old November 11, 2019, 00:20   #11
Pete Mack
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Whip of Gothmog is *made out of fire*. So yeah, it has light. Cettainly blessed weapons should not be vulnerable to removal of light, and indeed should up the fail rate even more.
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Old November 11, 2019, 00:26   #12
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Originally Posted by Pete Mack View Post
Whip of Gothmog is *made out of fire*. So yeah, it has light. Cettainly blessed weapons should not be vulnerable to removal of light, and indeed should up the fail rate even more.
Gothmog is a creature of fire and shadow; what does that look like? I can definitely see an argument for his whip making things darker.
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Old November 11, 2019, 00:27   #13
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But I note that you carefully didn't render an opinion on giving Necromancers the ability to corrupt the items they find, stripping that cursed light from them.
Ah, you noticed that.

I'm reluctant to do that. Messing with item properties (aside from curses) is something that was taken out when the old Curse Armor and Curse Weapon scrolls were removed, and it doesn't feel quite right to me.

Maybe giving necromancers -1 to the light bonus on any object would be a possibility?
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Old November 11, 2019, 00:52   #14
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Looks better on Catalina. Turned sound on and saved and it worked.
Wait, so you're saying sound worked as well as the lore file saving properly? I must be even more awesome than I thought.
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Old November 11, 2019, 05:14   #15
mrfy
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Wait, so you're saying sound worked as well as the lore file saving properly? I must be even more awesome than I thought.
I thought so, but it's still crashing on quit. Spinning cursor and then I get the Angband quit unexpectedly message. And now when I start again, open my save file, save, get the failure trying to create window.prf.new and lore.txt.new

Starting a new character though, I was able to turn randarts on and that part seems to be working. I'm playing with full monster memory, so it shouldn't need to write to lore.txt much? Turning sound on seems to trigger the bug.

Last edited by mrfy; November 11, 2019 at 06:13.
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Old November 11, 2019, 10:30   #16
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I'm playing with full monster memory, so it shouldn't need to write to lore.txt much? Turning sound on seems to trigger the bug.
I would expect lore.txt being updated with the kill counts on each save.
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Old November 11, 2019, 11:30   #17
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I've suggested elsewhere that Morgul weapons should be usable for necromancers which doesn't solve the light issue but may give them some alternatives.
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Old November 11, 2019, 17:05   #18
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I would expect lore.txt being updated with the kill counts on each save.
Curiously, that doesn't trigger the bug.
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Old November 11, 2019, 17:26   #19
Ingwe Ingweron
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[*]Ent draughts now nourish the player up to 60% like honey cakes
May I suggest that Ent draughts make @ just a wee bit taller. But not referenced in the description. Just a little Easter Egg for those who notice the change on their character information screens.
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Old November 13, 2019, 00:37   #20
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Originally Posted by ingwe ingweron View Post
may i suggest that ent draughts make @ just a wee bit taller. But not referenced in the description. Just a little easter egg for those who notice the change on their character information screens. :d
I love it! :-D
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