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Old April 19, 2020, 22:50   #261
Nick
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Quote:
Originally Posted by PowerWyrm View Post
The big problem I have with latest version is that it's almost impossible to play without being Full all the time. As soon as you quaff a few CSW potions you're at 95% satiation and it takes forever to go away.
Yes, I think the problem is that I made either an error or a deliberate change that I then forgot in calculating digestion rate; then someone (who shall be nameless) pointed this out, and I "fixed" it. I'll have another look.
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Old April 19, 2020, 22:55   #262
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Quote:
Originally Posted by DavidMedley View Post
Interesting:
Quote:
Narthanc
Average damage/round: 25.3 vs. creatures not resistant to fire, and 19.4 vs. others.
Average thrown damage: 43.9 vs. creatures not resistant to fire, and 14.6 vs. others.
Why is the fire brand so great when throwing?
Throwing weapons get a kind of launcher-like multiplier; this may need some adjustment, trying to keep two combat systems balanced turns out not to be completely straightforward.
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Old April 19, 2020, 23:06   #263
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It could be the crash that mrfy reported upthread (and which is now fixed in development), but it doesn't really look like it.

It does look like a malformed monster race, but it's hard to know where the problem has arisen. One of those crashes is in make_attack_normal(), which indicates it was a problem with a monster which was functional enough to be making an attack.
Yes, its very difficult to tell because I dont have a proper report from the player. I will take note of these crashes. Thanks!
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Old April 20, 2020, 22:18   #264
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Used Leap into Battle spell towards Eol, who was standing next to a falling rubble trap. Triggered the trap. Got hit by a rock. Got stunned. WAS wearing Crown of Serenity (rStun).

Bug or intentional behavior of falling rock traps?
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Old April 20, 2020, 23:00   #265
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Originally Posted by Sphara View Post
Used Leap into Battle spell towards Eol, who was standing next to a falling rubble trap. Triggered the trap. Got hit by a rock. Got stunned. WAS wearing Crown of Serenity (rStun).

Bug or intentional behavior of falling rock traps?
Intentional. And awesome
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Old April 21, 2020, 21:05   #266
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Latest revision crashes when reading unaware scroll of Rune of Protection.

function object_flavor_aware: assertion "obj->known" failed
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Old April 21, 2020, 23:07   #267
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Latest revision crashes when reading unaware scroll of Rune of Protection.

function object_flavor_aware: assertion "obj->known" failed
Yep, this one's reported as #4360.
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Old April 21, 2020, 23:12   #268
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Quote:
Originally Posted by Diego Gonzalez View Post
Latest revision crashes when reading unaware scroll of Rune of Protection.

function object_flavor_aware: assertion "obj->known" failed
Do you happen to know if it was read from the floor or the player's inventory?
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Old April 21, 2020, 23:23   #269
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You can reproduce the bug with debug commands, creating the scroll and reading it from the floor.

Last edited by Diego Gonzalez; April 21, 2020 at 23:28.
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Old April 27, 2020, 09:48   #270
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Oh and I finally found out why mimics don't match with the money they drop...

In mon_create_drop(), we use drop level to generate the drop:

Code:
level = MAX((monlevel + player->depth) / 2, monlevel);
level = MIN(level, 100);
obj = make_gold(level, "any");
In mon_create_mimicked_object(), we just use the depth:

Code:
obj = make_gold(player->depth, kind->name);
Those two will usually not match, so what we "see" is actually not what we "get".
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