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Old May 30, 2019, 18:01   #461
Chud
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Noticed a minor information leak -- after drinking !Enlightenment, I see an object in the object list simply identified as "= a Ring". Not a known ring, and not a "Plutonium Ring", and shown in grey along with the few undesirable objects.

So, I pretty much know it's an artifact (or a mimic I suppose) from the beginning.
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Old May 30, 2019, 22:25   #462
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Hmm. In the old days, rings of power could be identified this way. Ruby, plain gold, etc, were all fixed object types. Same for necklaces and other special jewelry.
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Old May 31, 2019, 00:41   #463
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Quote:
Originally Posted by Pete Mack View Post
Hmm. In the old days, rings of power could be identified this way. Ruby, plain gold, etc, were all fixed object types. Same for necklaces and other special jewelry.
I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.
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Old May 31, 2019, 03:52   #464
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Quote:
Originally Posted by Derakon View Post
I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.
In this case it was definitely not the One Ring, just a randart artifact ring. It doesn't seem nearly powerful enough to be based on the One Ring, though I guess you never know. Aggravate was its only minus, and mostly stat boosts and a couple resistances.
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Old May 31, 2019, 06:09   #465
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Quote:
Originally Posted by Derakon View Post
I thought it was only the One Ring that had a special flavor. Part of what makes it so special is that you can identify it from a distance. Which makes sense from a lore standpoint, because it wants to be found! None of the other Rings of Power are described like that, that I can recall.
Several powerful items of jewelry an lights that have special flavors that can be observed from a distance and are identifiable to those "in the know", without actual identification by @. In addition to the Plain Gold Ring, there are the Ruby, Adamant, and Sapphire Rings, Jewel, Necklace, Amulet, Pendant, Elfstone, Phial, Star, and Arkenstone. However, I don't know how those translate in randarts.
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Old June 1, 2019, 01:16   #466
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New builds are up on the nightlies page and on angband.live with the following changes:
  • If the player is in a web and tries to move or attack it gets cleared automatically without a prompt (at the cost of a turn)
  • Player can no longer run through webs
  • Fire destroys webs
  • Hunger has been adjusted so that eating when not full can never make you gorged
  • The properties and combat lines in object.txt have been expanded to make it more readable
  • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
  • Further adjustment to light so that it is purely additive by light source
  • Ego lanterns of Shadows added

Note that this light change is a reversion to the way it worked several years ago where the player could get a huge light radius by wearing several pieces of gear with permanent light. The light code is very straighforward now; let me know if there are any weird effects caused by it.
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Old June 1, 2019, 09:45   #467
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[*]If the player is in a web and tries to move or attack it gets cleared automatically without a prompt (at the cost of a turn)
Good though currently spiders can web the player square with no visible change. Add webbed on the bottom of the display?

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[*]The properties and combat lines in object.txt have been expanded to make it more readable
Merging & I hate you right now.
(Though admittedly it is easier to read.)
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Old June 2, 2019, 13:06   #468
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Another quick update on the nightlies page and angband.live, with changes:
  • Monsters will now get out of lava if it forms where they are standing and it's hurting them
  • Lost blows from stumbling during a shield bash now cost energy
  • LASH effect (spit and whip spells) now show correct values in lore
Bug/change list reduced from over 50 to under 40 this weekend.
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Old June 3, 2019, 09:30   #469
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Great work Nick. Thank you so much for the effort you are putting in

The digger change is going to take a lot of tedium out of digging
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Old June 3, 2019, 10:06   #470
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Hi,

Trying a High Elf Necromancer with the latest build, 445, and I think there is an issue with light in that the square I am on is always lit, and I appear to have the corresponding spell failure rate.
No light source and no light emitting equipment. In fact I saw this right from the start with nothing equipped.

Savefile and randart file attached.
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File Type: zip save.zip (18.3 KB, 2 views)
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