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Old October 18, 2021, 01:11   #11
Sideways
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Corrupted savefile for Nick to look at (details of what happened in previous post).
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Old October 18, 2021, 05:27   #12
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Edit: only the vFire from the burning up curse is reflected on the character sheet, the rCold is not.
Do you remember if the rCold rune was known at the time? At least in Angband, learning one of the resistance runes while wearing the cursed item marks the "burning up curse" rune as known. If the other resistance is still unknown, it's showing up as '.' rather than '?' in the character screen (seems like a bug). Once the other resistance is known, it shows up properly as '+' or '-'.
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Old October 18, 2021, 07:59   #13
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Corrupted savefile for Nick to look at (details of what happened in previous post).
This should work. It's not clear what caused it, but it seems to be related to this Vanilla bug.
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Old October 18, 2021, 13:45   #14
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Nick: Thanks.

backwardsEric: I think rCold was probably not known at the time, not 100% sure but it does seem like the likely explanation. The behavior of burning up getting identified with rCold remaining unidentified seemed a bit odd in itself; but from your post I suppose it's intended to work that way?
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Old October 18, 2021, 17:33   #15
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backwardsEric: I think rCold was probably not known at the time, not 100% sure but it does seem like the likely explanation. The behavior of burning up getting identified with rCold remaining unidentified seemed a bit odd in itself; but from your post I suppose it's intended to work that way?
I don't have particularly strong feelings either way, but Angband (and by extension FAangband 2) currently has learn-by-use for the curse runes so that learning one of the component flags/modifiers/elements of a curse will learn the curse if wearing the cursed item.

Have a fix for Angband so the character sheet will properly display '?'s when the base object property is known but there's still curses with unknown properties. That'll likely need a bit of adjustment for FAangand's resistance logic.
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Old October 18, 2021, 18:43   #16
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This is the special level where the Edain camped. The square immediately east of @ seems glitched, it acts like a wall but appears black on the map and is marked as an unknown grid.
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Old October 18, 2021, 21:18   #17
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Currently on another special level (battleground of the elements); and room areas are not treated as rooms for the purposes of illumination.
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Old October 18, 2021, 21:53   #18
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Currently on another special level (battleground of the elements); and room areas are not treated as rooms for the purposes of illumination.
Yes, that's because the whole level is treated as a big vault. You could regard this as a bug, I guess, but it would take some fixing.

I will get to some of the other cascade of bugs arising from the competition before too long, too
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Old October 18, 2021, 22:22   #19
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This is the special level where the Edain camped. The square immediately east of @ seems glitched, it acts like a wall but appears black on the map and is marked as an unknown grid.
Thanks, it was a space instead of a dot in the template. The room code really should handle that situation more gracefully.

EDIT: On looking at the code, it seems like it ought to be handling it gracefully. Will check.

EDIT2: OK, I get it now.
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Last edited by Nick; October 18, 2021 at 22:57. Reason: Baffled
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Old October 19, 2021, 01:46   #20
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Another destruction-related save-corrupting crash, this time caused by Quaker hitting @. (This is not a direct continuation of the save from before, just another character with the same name.)

I also had the game give me "gruesome software bug" messages on ^X earlier (not on this level), although there was no visible problem in those cases besides the error message appearing.
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