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Old March 16, 2015, 13:35   #41
PowerWyrm
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Quote:
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This is a very good point, and thank you for reminding me. Some of the bugfixes have been included, but I'm pretty sure some have not. And yes, the feelings indicator will come back.
"This branch is 59 commits ahead, 1293 commits behind master"

These are the commits from the 3.5-release branch that should be probably ported to the master branch.
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Old March 16, 2015, 13:54   #42
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And is it just me, or are there very few lanterns about?
I think I've seen three, and they've all been everburning.
I think.
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Old March 16, 2015, 20:56   #43
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Hitting 'h' to try and fire when you have no missile weapon equipped triggers a crash. (It's amazing the bugs you can find when you attempt something stupid and pointless...)
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Old March 16, 2015, 21:31   #44
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Just encountered one of my templated rooms which should have had a treasure of specified tval appear in the [ position (in this specific case a chest) but it had a warhammer there instead. Looking at object.txt it looks like the numerical tvals have been replaced by words, so possibly the entries in room_template.txt need to be updated accordingly? (It's only rooms 92-100 that make use of the facility to specify a set tval, so the rest shouldn't need changing.)
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Old March 16, 2015, 21:46   #45
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Quote:
Originally Posted by PowerWyrm View Post
"This branch is 59 commits ahead, 1293 commits behind master"

These are the commits from the 3.5-release branch that should be probably ported to the master branch.
Approximately, although some have already been included, and some are changes to code that has been removed.

For the rest, I hope to be getting onto bugfixing soon, with priority on the crashes. RL has just done the equivalent of summoning a pack of Barbazu - not going to kill me, but it's keeping me busy
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Old March 16, 2015, 23:13   #46
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Just drank a potion of intelligence and it increased, but did not restore, the stat. Intended? (God, I hope not!)
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Old March 16, 2015, 23:15   #47
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Tiny one, but while we're at it...

Using Shockbolt, unseen items have the traditional treasure tile, but unseen cash is an orange asterisk.

I think I'll cope, though.
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Old March 16, 2015, 23:39   #48
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FA - yeah, looks like that's a thing.
Very nearly a deadly thing!
Just escaped a paralysed encounter with a flock of carrion crawlers thanks to a helpful imp who thoughtfully dropped me through the floor. He also kindly saved me the bother of picking up all of Draebor's drops. Which was nice of him.
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Old March 17, 2015, 09:09   #49
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I just went to cast a spell and was told that I cannot see. The <blind> message is not showing on my screen and I'm wearing an everburning lantern. So I used up a charge of my staff of teleport and then hit <m> and lo and behold, I can cast again. Odd, huh? Was I standing on a dark square, maybe?
This is a bug I stumbled upon after implementing the very first change from the restructure, that is the SQUARE_XXX flags. After changing all the flags in the code, I was getting random "You cannot see!" messages when casting a spell, though I could perfectly see... and the message was going away simply by moving. I found out that this was occurring every minute, when the server saved all players states in the server savefile, due to p_ptr->cave->info being overwritten in the wr_player_dungeon() function while extracting the flags that should be saved in the server savefile... so the SQUARE_SEEN flag was reset for all players!

Since the V code doesn't extract specific flags while saving the player, I suppose the bug is elsewhere. But SQUARE_SEEN being erased is a hint on how fixing this one.
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Old March 17, 2015, 13:46   #50
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There is a new update - 35d1103 - which fixes the problem with status effects (fear, paralysis etc) being unpreventable (it was a typo). Will try to fix more tomorrow.
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