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Old July 5, 2017, 02:24   #61
Patashu
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This is something that the 'scent map distance metric' fixes: http://brogue.wikia.com/wiki/King%27s_move

(I haven't seen the new pathfinding code for Angband, just offering it up in case it's useful!)
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Old July 5, 2017, 10:11   #62
Huqhox
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Quote:
Originally Posted by Nick View Post
No, it's a genuine bug in monster pathfinding. The obvious places for the monsters to step have the same noise level as their current grids, so they don't move.
I just thought they had the new BRITISH flag implemented so they were happy to form queues
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Old July 5, 2017, 18:22   #63
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I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?

I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.
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Old July 5, 2017, 18:46   #64
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I'd also like to raise my hand in favor of more verbose squelching of objects whose uninterestingness was determined when you moved onto them.
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Old July 5, 2017, 18:52   #65
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Quote:
Originally Posted by Bostock View Post
I'm getting automatic treasure detection for free on every one of those maze levels. Surely that can't be right?

I very much miss green marking lines and the interruption of running for DTraps, new trap system notwithstanding. I hope that their absence is a bug rather than a feature.
Features, both. The former, to give incentive to explore labyrinth, the latter, because Nick has deemed the trap detect line verboten. Something about being too paternalistic, or that the green line crossing doors looks like trees "+", or just because he hates it. I liked the detection line, but find its loss a small price to pay for all the great things Nick has done with the game.
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Old July 5, 2017, 19:15   #66
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Oh. Shame about that, I find it really easy to start wandering around outside the DTraps zone now. Less a problem than it used to be, but still a bit scary when you're a mage and every sufficiently stiff breeze can knock you over.

Here's one definite bug though: my wand of StM won't identify on use - neither after removing mud, nor after harming a creature susceptible to rock remover. (If only there were roc removers...)
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Old July 5, 2017, 23:23   #67
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Just ran into what looks like a serious bug. I discovered a Ring of Resist Poison {??} in a vault at 2600', and repeatedly tried to identify the apparent unknown rune with the Perception prayer; but nothing happened, apart from me losing the expected 20SP. Smelling a bug, I took the ring back to the town and tried to identify the unknown rune by selling, whereupon the game crashed. I have no idea what (if any) the unknown rune is, though my guess would be that it's Morgoth's evil dark rune of game-stopping.
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Old July 6, 2017, 02:10   #68
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Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.
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Old July 6, 2017, 05:23   #69
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Ran into the old "Amulet of & Amulet~" bug; as in that report, the problem amulet was Carlammas.
Yeah, amulet of & amulet, and ring of & ring, bugs still exist.
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Old July 6, 2017, 14:00   #70
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No, it's a genuine bug in monster pathfinding. The obvious places for the monsters to step have the same noise level as their current grids, so they don't move.
Instead of having them pick a square with a different noise level, they could evaluate the noise level for every move they're allowed to make, and choose the highest, with a fallback condition if there are several.
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