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Old August 16, 2011, 15:28   #21
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Quote:
Originally Posted by Jungle_Boy View Post
I too tried the august 15th build. Playing on a windows XP machine with nomad's tiles. I see a several of dark green euro symbols scattered about in undiscovered areas. As soon as I discover the square they go away and they are always on a floor tile not in solid rock. Also this was loaded from the competition savefile that was generated in 3.3. Not sure if this is the same issue nomad is talking about or not.
It is - these are the tiles which are used to determine the level feeling delay, and they should be invisible. There should be a fixed version soon.
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Old August 18, 2011, 12:32   #22
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I am disproportionately pleased by the fact that you can now buy cloaks in the armory. And that the Inspect screen and char dumps now tell you when floor items were found in pits/vaults/special rooms. So far the nightlies are looking good; I haven't encountered any bugs or issues besides the problem with the tiles.
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Old August 19, 2011, 01:02   #23
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Originally Posted by Nomad View Post
I am disproportionately pleased by the fact that you can now buy cloaks in the armory. And that the Inspect screen and char dumps now tell you when floor items were found in pits/vaults/special rooms. So far the nightlies are looking good; I haven't encountered any bugs or issues besides the problem with the tiles.
+1 for this.

Also a small suggestion, perhaps monsters with personal light should turn it off when sleeping. Otherwise it is like a big sign that says "please shoot me in the face"
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Old August 19, 2011, 03:20   #24
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Also a small suggestion, perhaps monsters with personal light should turn it off when sleeping. Otherwise it is like a big sign that says "please shoot me in the face"
Certainly, enemies that carry a light should extinguish it when sleeping. I'm not sure about natural light enemies, if there are any.
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Old August 19, 2011, 03:47   #25
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Like, say, light hounds and shining vortices?

Anyway, the player doesn't turn their light off when resting, so why should enemies?
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Old August 19, 2011, 04:09   #26
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Have the new pits/nests been added to the 3.4 beta yet?
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Old August 19, 2011, 04:49   #27
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Like, say, light hounds and shining vortices?

Anyway, the player doesn't turn their light off when resting, so why should enemies?
If every player had ESP it wouldn't be an issue.
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Old August 20, 2011, 09:35   #28
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Have the new pits/nests been added to the 3.4 beta yet?
Yes and no. Yes, there are lots of new pits and nests in the 3.4 dev versions, thanks to Nomad, Gabe and others. No, the very latest changes and additions have not yet been released - but they're in staging and should be in the next dev version.
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Old August 29, 2011, 03:36   #29
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It is - these are the tiles which are used to determine the level feeling delay, and they should be invisible. There should be a fixed version soon.
Not sure if this is supposed to be fixed yet or not but I still see it in the latest nightly (the right one this time). The level feeling squares are visible which I think they are not supposed to be but also the trap detect line is visible which I like, not sure if that is intended or not
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Old August 29, 2011, 04:03   #30
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Quote:
Originally Posted by Jungle_Boy View Post
Not sure if this is supposed to be fixed yet or not but I still see it in the latest nightly (the right one this time). The level feeling squares are visible which I think they are not supposed to be but also the trap detect line is visible which I like, not sure if that is intended or not
Hey there, can you post a screenshot? Not doubting you, just want to be clear on what you're seeing.

I think Blue Baron committed some code that was supposed to fix this issue, so I just want an example of what's happening before reopening it.

You're playing 25 Aug 2011 at 21:20 UTC, revision 342c831?
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