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Old July 4, 2017, 12:24   #51
Huqhox
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@Pondlife

I'm sure I'll be corrected if I'm wrong but I think this is expected.

Some things like potions, scrolls etc can be identified fully immediately from their type - so as soon as @ comes in LOS of a squeched potion previously marked with a red asterisk it disappears. Similarly if anything like this is dropped by a monster you just don't see it.

However things like armour and weapons aren't fully identified this way; so @ can see it's partial plate mail (or whatever) but not specificially if it's good, ego or an artifact until it's directly examined, usually by stepping over it. Then if it turns out to be squelched it silently disappears.

Does that explain what you are seeing?
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Old July 4, 2017, 12:46   #52
mixer
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Home level not changing

Is it deliberate that when using the a dead characters save file that the home level is not regenerated?
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Old July 4, 2017, 12:55   #53
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Quote:
Originally Posted by Pondlife View Post
I mentioned this a couple of days ago, but I'm posting again just in case it got missed.

Sometimes detected objects (red asterisk) disappear immediately when they come into view. Example: cast detect object, see something and move towards it, only to find it's not there when you get to it.

I suspect these are objects I've squelched, and it was the same in 4.0.

But sometimes you see an object directly, but it disappears when you move on to it. Example: Kill something that generates a drop. Move on to the dropped object, only to find there's no message and the object has gone. Is this another type of squelch behaviour? I think in 4.0, squelched objects in monster drops never appeared.

I'm running 4.1.0 on Windows.
I'm pretty sure this is always weapons and armor, where seeing it from a distance IDs it as, e.g., a dagger, and seeing it close IDs it as a dagger that we want to squelch.
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Old July 4, 2017, 15:27   #54
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I've run into a little AI glitch wherein monsters can form spontaneous queues in a weird fashion.

Code:
#####+###.#
#.........#
#.........#
#.........#
......U...#
#....U....#
#...e.....#
#..u......#
#..........
#.#########
.
.
@ down here somewhere
Here we have Omarax and two greater Balrogs waiting patiently for a quasit to wake up. Because it would be inefficient to walk the extra difference around it. (Well the Balrogs would happily punt the quasit out of the way, but they wont tangle with Omarax, and Omarax is the patient type who doesn't feel the need for a MOVE_BODY flag)
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Old July 4, 2017, 17:08   #55
Pondlife
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@Huqhox: yes, that would explain what I'm seeing. It does always seem to be armour and weapons that don't dissapear until you run over them. I don't remember this behaviour in 4.0, but perhaps the 4.1 way is more logical. I'd like to see some sort of message to say "you squeltch the xxx {ignore}" though, as objects dissappearing when you move over seems like a glitch even though it's intended behaviour.
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Old July 4, 2017, 17:19   #56
Huqhox
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Quote:
Originally Posted by Pondlife View Post
@Huqhox: yes, that would explain what I'm seeing. It does always seem to be armour and weapons that don't dissapear until you run over them. I don't remember this behaviour in 4.0, but perhaps the 4.1 way is more logical. I'd like to see some sort of message to say "you squeltch the xxx {ignore}" though, as objects dissappearing when you move over seems like a glitch even though it's intended behaviour.
AFAIR it did exactly the same in 4.0.x
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Old July 4, 2017, 17:25   #57
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There's a stray space at the beginning of the BOULDER miss message in monster_spell.txt: " {name} hurls a boulder, but misses."
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Old July 4, 2017, 22:10   #58
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Quote:
Originally Posted by kaypy View Post
I've run into a little AI glitch wherein monsters can form spontaneous queues in a weird fashion.

Code:
#####+###.#
#.........#
#.........#
#.........#
......U...#
#....U....#
#...e.....#
#..u......#
#..........
#.#########
.
.
@ down here somewhere
Here we have Omarax and two greater Balrogs waiting patiently for a quasit to wake up. Because it would be inefficient to walk the extra difference around it. (Well the Balrogs would happily punt the quasit out of the way, but they wont tangle with Omarax, and Omarax is the patient type who doesn't feel the need for a MOVE_BODY flag)
That's magnificent - I can see exactly what is causing that from the picture.
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Old July 4, 2017, 23:17   #59
Zikke
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Line of sight hasn't revealed all the monsters in the room yet?
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Old July 5, 2017, 01:10   #60
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Quote:
Originally Posted by Zikke View Post
Line of sight hasn't revealed all the monsters in the room yet?
No, it's a genuine bug in monster pathfinding. The obvious places for the monsters to step have the same noise level as their current grids, so they don't move.
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