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Old May 15, 2020, 06:46   #361
Chud
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Do the latest nightlies include the latest changes to the evolving Blackguard? Or is that a separate branch?
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Old May 15, 2020, 07:02   #362
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Do the latest nightlies include the latest changes to the evolving Blackguard? Or is that a separate branch?
Yep, they're all in the nightlies. There should be another small update over the weekend, too - David's original plan was for their detection spell to be for monsters which can be frightened, and I've implemented that in my dev version.
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Old May 15, 2020, 13:20   #363
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When you hit 'r' on a stack of items, is it supposed to list all of the items in the stack? I did this last night on a stack of two items (wand and silver). It listed the wand and had a line for the sliver, but the text was empty. I had just drank a !enlightenment, so I assume @ should have known it was silver.
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Old May 15, 2020, 13:27   #364
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Yep, they're all in the nightlies. There should be another small update over the weekend, too - David's original plan was for their detection spell to be for monsters which can be frightened, and I've implemented that in my dev version.
Hmm that should be interesting. I had semi-repented that choice because I started to think it would miss too many crucial enemies. But it'll make the BG more distinct...!
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Old May 15, 2020, 14:27   #365
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Originally Posted by moosferatu View Post
When you hit 'r' on a stack of items, is it supposed to list all of the items in the stack? I did this last night on a stack of two items (wand and silver). It listed the wand and had a line for the sliver, but the text was empty. I had just drank a !enlightenment, so I assume @ should have known it was silver.
Nice find! This bug has been in existence for a long time, certainly since before my time as maintainer. The problem is actually that money is not given a colour to be printed in in object lists (because it never appears, I guess - right?), so it is printed in black on a black background.

Fixed in development
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Old May 15, 2020, 14:35   #366
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Great!

Tangentially related, it is annoying when a monster obscures items that you've detected. For example, detect treasure then detect life and, if a monster is in the same location as an item, only the monster's symbol is displayed. It would be wonderful if there was a way to toggle between giving display preference to monsters or items, or maybe there already is? If there isn't, I'm guessing this is easier said than done.
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Old May 15, 2020, 14:49   #367
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Hmm that should be interesting. I had semi-repented that choice because I started to think it would miss too many crucial enemies. But it'll make the BG more distinct...!
I'll post some more about this in the BG thread
http://angband.oook.cz/forum/showthread.php?p=145479
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Old May 15, 2020, 15:39   #368
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Hmm that should be interesting. I had semi-repented that choice because I started to think it would miss too many crucial enemies. But it'll make the BG more distinct...!
After looking at this change closely, I think it'll be really good actually.
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Old May 16, 2020, 22:11   #369
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For Forced Descent games would it be a good idea to convert up staircases to down staircases? As an almost exclusively forced descent player this would be sooo nice.
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Old May 17, 2020, 06:07   #370
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New builds are now up on the nightlies page and angband.live with the following changes:
  • Fix for bug where repeated reading of scrolls of Identify Rune to no effect was possible
  • Blackguards' detect living monsters change to detect monsters which can be scared
  • Make copying monster.txt to lore.txt work again
  • Drop grid target after a monster gets teleported (or is otherwise out of LoS)
  • Adjust throwing damage so that shots/pebbles are less OP
  • Adjust break percentage back up for shots/pebbles
  • Adjust critical hit rate for O-combat
  • Allow gold objects to appear in floor lists
  • Make more projection effects wake monsters, and add a line in projection.txt governing (most of) this
  • Assert stairs are placed when asked for (#4243)
  • Fix some address errors (thanks Kusunose)
  • Fix crash after incorrect cleanup from killing a mimic (thanks backwardsEric)
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