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Old July 11, 2020, 19:02   #11
Bostock
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* Fixed bug with standard artifacts disappearing from the floor if they had been carried there from another level (thanks to bostock for reporting)

The main thanks here belongs to MITZE, who believed in this bug when nobody else would!
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Old July 11, 2020, 19:46   #12
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As far as I can tell, the most notable effect of the wilderness generation fix is that swamps are now actually-swampy. But what are the other major effects?
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Old July 11, 2020, 20:32   #13
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Compiling and playing with SDL enabled on Ubuntu 20.04 has lots of issues.


First of all, GCC 9.3.0 gives lots of warnings.

Disabling SDL mixer will result in compilation error.

./autogen.sh && ./configure --enable-sdl --disable-sdl-mixer && make
src/main-sdl.c:3165: undefined reference to `play_sound'

Compiles fine with SDL mixer, but...
Tile graphics doesn't seem to work at all and 32x32 refers to David Gervais tiles. (Do sounds work?)

Can't find file lib/xtra/graf/32x32.png - graphics mode '32x32' will be disabled.

Then change the font size with mouse many times in a row.
This should lead to crash with various messages.

Last edited by invisibletroll; July 11, 2020 at 21:12.
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Old July 11, 2020, 22:04   #14
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Hahaha, I thought the game had locked up, but no, entering a higher level quest zone no longer uses a y/n confirmation, now it is Y/n. Subtle difference.
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Old July 12, 2020, 02:00   #15
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At one point, one of my chaos-warriors was inflicted with the confusion status and bumped into the mountain range and this nearby young bronze dragon got free hits, which is expected (and supposed to happen) yet I see Energy:-100.

I wonder why the cost is still -100 in this case? I was expecting a greater cost.

To anyone else reading, this energy notation is a non-wizard mode option ('=' then '3')
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Old July 12, 2020, 03:02   #16
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Quote:
Originally Posted by HugoTheGreat2011 View Post
I wonder why the cost is still -100 in this case? I was expecting a greater cost.
Confused moves do not spend any more energy than regular moves. 1 wasted move is just 1 wasted move.
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Old July 12, 2020, 13:40   #17
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Just died as my Spectre was confused and wandered into a wall. Kept walking in an effort to escape. Stupid summoners summoning more nameds... lol
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Old July 12, 2020, 16:19   #18
Bostock
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The new option to show energy used is cool.

Why is the energy-used display sometimes orange though? I get it after teleporting with my staff of teleportation, for example.
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Old July 12, 2020, 19:13   #19
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Did anything change on the effectiveness of Identify? It feels like more items than before still have unknown attributes (the "?") after identifying than before. And I'll go broke fast if I have to spend $3,000 for *Identify* on every random piece of Elemental Protection armor for example to see what it resists, or every weapon with a Slay brand to find out what it slays. Another example, I could have sworn before that if I Identified Bolts of Slaying, it would tell me who the Slay applied against, while now it requires me to *Identify* it or sell one to the shop.

Is that a change? I didn't see anything about that in the changelog other than the Dragon Armor change.

I had to recreate all my preferences on angband.live with the new version, so it's possible I missed something in the preferences that's causing this, but I don't see it. And I didn't play with Easy Identify on because that feels like cheating to me.

Oh and unrelated question: the description of Balrog says they need to get nutrition from sacrificing humans, but it looks like they can sacrifice gnomes and elves as well. Is it really just tied to the symbol "p" or "h"? I.e. when it says they need to sacrifice humans, they meant humanoids?

Last edited by GrimaTheBold; July 12, 2020 at 21:30.
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Old July 13, 2020, 04:30   #20
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Quote:
Originally Posted by GrimaTheBold View Post
Did anything change on the effectiveness of Identify? It feels like more items than before still have unknown attributes (the "?") after identifying than before. And I'll go broke fast if I have to spend $3,000 for *Identify* on every random piece of Elemental Protection armor for example to see what it resists, or every weapon with a Slay brand to find out what it slays. Another example, I could have sworn before that if I Identified Bolts of Slaying, it would tell me who the Slay applied against, while now it requires me to *Identify* it or sell one to the shop.

Is that a change? I didn't see anything about that in the changelog other than the Dragon Armor change.
Nothing changed except the dragon armor thing (which is optional), but since you're playing on angband.live it's still fairly clear what's happening. *Identify*ing attributes on artifacts and ego items helps you recognize the same attributes on the same ego more easily the next time you see them. Your old savefile had presumably accumulated a lot of such object lore over time; it is only wiped between characters if you turn the empty_lore option on; but since Gwarl did not copy your old savefile to salmiak, your object memory is now empty again.

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Oh and unrelated question: the description of Balrog says they need to get nutrition from sacrificing humans, but it looks like they can sacrifice gnomes and elves as well. Is it really just tied to the symbol "p" or "h"? I.e. when it says they need to sacrifice humans, they meant humanoids?
Yes, that is what it means. Townspeople ('t') are okay too.
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