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Old October 8, 2019, 20:41   #21
DavidMedley
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Selling Bad Potions

With selling turned on, are unidentified bad potions supposed to sell for 0? That's what I'm seeing, but they used to sell for the standard un-ID'ed amount. EDIT: I guess the merchant won't pay more than what it's worth, and he won't pay more than the standard potion selling price. So he has no downside now for buying potions that he obviously knows what they are but you don't.

Last edited by DavidMedley; October 8, 2019 at 22:12.
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Old October 10, 2019, 01:57   #22
fruviad
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Here's a crash. Easy to repro, but not specific to 4.2, as I also have reproduced it on 4.1.3.

Go to town. Get 40 of one type of potion or scroll that you can consume or read repeatedly without being moved all over the map, or making you too full, or whatever. Good options: Blessing, Boldness, RCold, RHeat, etc.

Ensure you've descended to 50' at least once and returned to Town, whether by stairs or Recall.

Stand on an empty square and drop the scrolls or potions.

Read Word of Recall.

Read or Quaff the item on your square. Then use the 'n' option to repeat the last command. Continue doing this until you're dropped to the dungeon.

Use 'n' as the first command you issue on the dungeon level.

Crash.
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Old October 10, 2019, 17:59   #23
Ingwe Ingweron
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Bug: Lava -- when @ has fire immunity, one can walk into lava without having to deal with the confirmation query, but if one has fire immunity and runs into lava, you have to deal with the confirmation query every time.
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Old October 10, 2019, 19:12   #24
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Passable Rubble

I noticed some hounds were very confused by rubble that I could walk right over. It was like having a magic door!
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Old October 10, 2019, 19:16   #25
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95 Energy/Blow

Iirc the energy tables have changed and there's now a 95 energy per blow entry. If this does anything (it must, right?) there's no mention of it in-game. Off-topic: can someone tell me what 95 energy per blow does? Give you like a 5% chance of getting a second blow?
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Old October 10, 2019, 22:41   #26
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It causes the blow to use 95% of the time a normal blow would. You will never see the character make two blows in one attack; instead, perceptually enemies will get their turns less frequently as you're getting turn prompts 5% faster than normal.

The same goes for getting 1.8 blows per round -- you'll only every strike once per attack, but your turns come up nearly twice as frequently as they "should".
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Old October 12, 2019, 00:32   #27
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Going back to what I was saying earlier, I frightened a sleeping enemy (OK... it was a squint-eyed rogue), it "flees it terror" but stays asleep heh
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Old October 12, 2019, 10:45   #28
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In the artifact.txt data file, the value for the weight property of soulkeeper looks odd:

name:'Soulkeeper'
base-object:hard armour:Adamantite Plate Mail
level:75
weight:420act
cost:300000
alloc:11:75 to 127
attack:2d4:-4:0
armor:90:20


The "act" bit is wrong, right?
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Old October 12, 2019, 11:15   #29
Pussy Galore
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Two more issues

1) I'd like to add this crash to the list (not seeing it on Trac yet).

2) A minor, mostly cosmetic issue I found, not worth creating a new thread for: when using the Run command (.) and running into the edge of the screen, causing the map to recenter, the screen does not get updated properly in the presence of a "-more-" prompt; see the attached screenshot. This is, again, on Angband 4.2.0 on Windows 7 x86_64 using the precompiled binaries.

(EDIT: attached as a ZIP file, as the PNG's not displaying properly.)
Attached Files
File Type: zip screenupdate.zip (13.3 KB, 12 views)
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Old October 12, 2019, 13:31   #30
Nick
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Quote:
Originally Posted by Pussy Galore View Post
1) I'd like to add this crash to the list (not seeing it on Trac yet).
Yes, that's just me being slack updating trac.

I am planning to look at all relevant threads and update (some time), but pointing things out more than once never hurts
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