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Old August 2, 2020, 17:50   #121
dhouseholder
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Please find attached the correct randart for rodent's report.
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Old August 2, 2020, 18:38   #122
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Managed to continue play by avoiding the recall to Ephel Brandir, and got a weird situation somewhat later where the object list displayed one "unknown item" separately from the other unknown items and without highlighting it in red, although it did still use the red * symbol for it. When I went over to inspect the item it was not there, so it had been either destroyed or picked up in the meantime (or had never really been there in the first place). I verified that it was not an item being ignored, but other than that I don't know what the issue was. There was a Maia of OromŽ on the same square.
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Old August 2, 2020, 19:15   #123
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Rhukath scored a Ring of Utility on DL 6 with +6 strength, intelligence, dexterity, damage reduction and movement speed. I think that has to be a bug somehow. (Are movement speed and damage reduction even supposed to generate on rings?)
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Old August 2, 2020, 21:23   #124
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Quote:
Originally Posted by Nick View Post
OK, thanks. I have added more checks for when monsters (and now objects!) are generated in the walls, but I would really like to understand how it's happening in the first place. Has anyone noticed whether it's particular types of level? Or if it's just at the top boundary (which is the only place I've seen it) or others?
So far there's been two, the object one reported earlier and one with a monster, both at the top boundary in wilderness areas (Hithaeglir 2 and Eriador 6). The second one was after recompiling with the added checks.

Also, the evasion special ability triggers on the Complainer's complaints so one gets the occasional "You evade the attack!" intermixed with his rambling.
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Old August 3, 2020, 00:30   #125
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Morgoth does not generate on Angband 100 reliably; I needed 3 tries to get him to generate. He also did not drop Grond or his hat when I killed him. I did get tagged as a winner, and the stairs to Angband 101 generated properly.
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Old August 3, 2020, 02:51   #126
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Lightbulb Adamantite Plate Mail

Should probably have flat damage reduction on it; I was surprised it didn't already, given its theme.
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Old August 3, 2020, 03:58   #127
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Quote:
Originally Posted by Nick View Post
OK, thanks. I have added more checks for when monsters (and now objects!) are generated in the walls, but I would really like to understand how it's happening in the first place.
It looks like the ragged option in make_edges() allows for the boundary wall to be zero elements thick. So a monster or object could be added there and then the paranoid rebuilding of the boundary in populate() would put a permanent wall on top of the monster or object. Changing the

Code:
if (i < 0) i = 0;
parts in the ragged part of make_edges() to

Code:
if (i < 1) i = 1;
should fix that if I'm understanding things correctly.
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Old August 3, 2020, 04:28   #128
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Quote:
Originally Posted by backwardsEric View Post
It looks like the ragged option in make_edges() allows for the boundary wall to be zero elements thick. So a monster or object could be added there and then the paranoid rebuilding of the boundary in populate() would put a permanent wall on top of the monster or object. Changing the

Code:
if (i < 0) i = 0;
parts in the ragged part of make_edges() to

Code:
if (i < 1) i = 1;
should fix that if I'm understanding things correctly.
Yes, that looks right. Thanks
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Old August 3, 2020, 06:25   #129
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Some minor cosmetic issues:

"You see a grass." "You are on a grass." "You are on a lowland trees."
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Old August 3, 2020, 11:33   #130
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[20:09] Rhukath: ooo crash
[20:09] Rhukath: when I activate my bow
[20:09] Rhukath: it works fine on arrows
[20:13] Rhukath: ok it only crashes if you use it in a shop
[20:13] Rhukath: nope there we go
[20:13] Rhukath: it's if it tries to brand with poison

Crash on activate to brand ammo.
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