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Old May 16, 2017, 22:23   #21
Nick
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Hm, well I'm not sure? I first tried to sell a robe {??} and the 2 wouldn't accept it so I assumed you just couldn't sell equipables, then I tried a ring {tried, ??} and it was accepted but there is no message telling you what it was and it may not appear in the shop for you see.
OK, I'll have a think about that. Selling to the black market should ID the ring fine, maybe it should take all unID'd wearables.

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Edit: Restore mana is super common, I have 15 already compared to 2 Healing, 1 *Healing* and 1 Vigor.
OK

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There's a typo in the wand of stun monster description.
OK

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Is there a different method of preventing yourself from getting 99 books from picking them all the time? I tried squelching them but stepping over them still picks them up.
Not sure. I thought ignoring them worked, but maybe not.

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Monster pathfinding seems to get caught up on passable rubble, just had a berserker run up to it and stay there until I moved down a hallway into (what would be) view of it, then it came through.
Right, thanks, this has been pointed out before.

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Terrain outside of vision not updating is fine when it's monsters opening doors and such, but it's a little strange when it's something you're doing such as firing stone to mud, earthquakes or destruction - the player knows the terrain changed but the game doesn't update it for you, the old black spaces was better in this regard. There are also situations where a monster will clearly pass through a door (viewable through ESP) but this won't be updated for you.
Hm, I think it's consistent, though - with the monster passing the door, for example, you don't know if it's open or broken. I guess having terrain revert to unknown in those circumstances might make sense.

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Big bug: game crashed on performing a html dump ("failed to find feature 0"), though it did succeed in doing it.
Right, thanks.

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Rohirrim displays as (+0,+0) [50,+15] <+2>, is this as intended?
No
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Old May 17, 2017, 13:09   #22
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Is there a different method of preventing yourself from getting 99 books from picking them all the time? I tried squelching them but stepping over them still picks them up.
Set pickup_inven=no.
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Old May 17, 2017, 19:28   #23
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More on terrain: if you detect items and then destruct, for example in a vault then the (now gone) items are stuck on the screen until you get into view, also blocking mapping from updating things correctly.

Monster bands can spawn behind walls, I had Radagast at the edge of a vault and a bunch of maia outside of it, not sure if it matters or not.
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Old May 18, 2017, 08:19   #24
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So a couple of comments about breath changes. Vortexes barely tickle now. Also means their chance of gear recking is lower. I guess it's up to your point of view whether that's good or bad. You can now survive a double dose of unresisted breath from winged horrors as long as it's at range. Perhaps this is ok? It depends, from my point of view that's ok if they're brought in earlier so they become scary again. Otherwise, I simply had no problem dealing with one by the time it showed up & I've been diving quite fast.
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Old May 18, 2017, 12:22   #25
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Nether hounds are severely nerfed. Took on a bunch for xp and found out that I could keep fighting even when a large group entered my room. Did someone feed them breath mints instead of that nasty stuff they used to live on?
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Old May 18, 2017, 12:41   #26
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Is there a different method of preventing yourself from getting 99 books from picking them all the time? I tried squelching them but stepping over them still picks them up.
Build 8fa9496 will let you inscribe things with !g to avoid auto-picking up any matching items from the floor. It should be out soonish, when the autobuilder picks up the changes.
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Old May 19, 2017, 12:02   #27
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So Itangast's breathe damage vs double fire resist at range was around 20. If someone doesn't mind posting the formula or linking to it that may be useful, I think it's in need of a serious tweak.
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Old May 20, 2017, 03:39   #28
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A few observations from the comp.

I think the new nightlies are playing as expected, for the most part.

A couple issues with pathing still remain, e.g., the previously reported "passable rubble" problem. Sometimes, I also noticed hounds not following @ into a room or not being able to find @, even though they got close. It couldn't have been a stealth issue, as @ had bad stealth most of the game and was aggravating with Deathwreaker in the late game.

Breath damage remains mostly nerfed due to the cone-breath/decreasing damage with distance, but this seems fine to me, especially when you are planning a major monster rebalancing in future versions.

Some minor bugs, e.g., with remove curse stave not id-by-use if there is no cursed item, even though message is given. I also had a "duh" moment when I kept trying to id a wand and nothing I tried would work. Finally, I remembered to point it at a door and learned the worthless door destruction rune.

The game did crash twice, but I could never duplicate the conditions, and as it was a comp, I didn't want to waste the turncount trying.
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Old May 20, 2017, 04:06   #29
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A few observations from the comp.
Thanks, very helpful. I actually have some plans to unnerf breaths a little, which I'll try to get in soon.

I also hope to actually play the comp...
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Old May 20, 2017, 16:55   #30
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I am definitely over identify by use. I don't see any value to it and it makes the game exponentially more tedious. Otherwise, I have had no real issues at all, even with the nightly builds.
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