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Old April 8, 2022, 19:10   #101
Ingwe Ingweron
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Quote:
Originally Posted by backwardsEric View Post
What leads you to think that Venom and Smite Evil affect missile attacks? The descriptions are "Coats all your melee weapons with poison for 18+d18 turns." and "Temporarily makes your melee attacks slay evil creatures.". In the code, temporary brands or slays, like those granted by those spells, are only applied to melee attacks. Based on that, the displayed message is correct.
When you [I]nspect the missiles in your quiver after you cast such spells, you see the poison or slay evil damage estimates. That is what leads me to think they actually should have such damage.
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Old April 9, 2022, 18:46   #102
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Originally Posted by Ingwe Ingweron View Post
When you [I]nspect the missiles in your quiver after you cast such spells, you see the poison or slay evil damage estimates. That is what leads me to think they actually should have such damage.
Yeah, I think that is the issue. It is disappointing not to get the extra damage on ranged attacks after seeing it during inspection. I'm glad you pointed this out.
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Old May 2, 2022, 15:07   #103
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Yes, correct. Also some PASS_WALL monsters were made rarer.
https://www.youtube.com/watch?v=rIklz5_o3QQ
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Old May 3, 2022, 18:47   #104
Ingwe Ingweron
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Nick, in a recent nightly, the lettering for equipment and other menus was changed, I guess to accommodate the rogue-like key set. That's fine, but the Character Information Screen lettering for equipment needs to be similarly updated. Right now the lettering there no longer matches the equipment menu.
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Old May 3, 2022, 22:21   #105
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Originally Posted by Ingwe Ingweron View Post
Nick, in a recent nightly, the lettering for equipment and other menus was changed, I guess to accommodate the rogue-like key set. That's fine, but the Character Information Screen lettering for equipment needs to be similarly updated. Right now the lettering there no longer matches the equipment menu.
backwardsEric has done a fix for this; it will get pulled in soonish.
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Old May 5, 2022, 00:49   #106
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Just as an aside request, any chance the autopickup/interrupt coding could be changed to a different order so that no-energy autopickups happen before interrupts? It keeps making me peevish to have to retrace my steps to pick up gold/ammo/etc just because there is a visible monster and using shift-run movements. I am pretty sure the annoyance has to do with the order of interrupt/autopickups from what I have observed.
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Old May 6, 2022, 10:18   #107
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Hi Nick.
Trap immunity (Wormtongue boots) doesn't apply when disarming chest traps. Summoning trap went off on my face. Intended or not?
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Old May 6, 2022, 12:37   #108
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Hi Nick.
Trap immunity (Wormtongue boots) doesn't apply when disarming chest traps. Summoning trap went off on my face. Intended or not?
Good question. I think I just assumed only floor traps, and I probably think it should stay that way. What do others think?
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Old May 6, 2022, 13:35   #109
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Good question. I think I just assumed only floor traps, and I probably think it should stay that way. What do others think?
It’s a relatively minor ability. I don’t see any reason not to let it be all traps.
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Old May 6, 2022, 13:54   #110
Ingwe Ingweron
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Good question. I think I just assumed only floor traps, and I probably think it should stay that way. What do others think?
I vote for leaving it as is.
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