fix #H7454 - Cleaver vs long worm tails
Cleaver's ability to hit up to three adjacent targets could kill a long worm and then try to cut it in two. When this was first reported I was unable to reproduce it, but this time I've managed to do so. But not reliably, so it's hard to claim that it's now fixed. However, the new report's explanation of why it happens and suggested fix was a big help. I had been trying to hit three tail segments, but you need to attack a segment next to the head, then have Cleaver hit and kill the head first (50:50 chance depending upon whether current swing is clockwise or counter). Worm cutting would be looking at the location of the targetted segment but there won't be any monster there when the head dies. (Cleaver's attack itself already copes the situation where its 2nd and/or 3rd potential targets aren't there any more by the time it's ready to try to hit them.)
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.282 $ $NHDT-Date: 1553480403 2019/03/25 02:20:03 $
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.283 $ $NHDT-Date: 1553644725 2019/03/26 23:58:45 $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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@@ -396,6 +396,8 @@ status lines' dungeon location field in the elemental planes now shows Earth
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or Air or Fire or Water instead of generic End Game
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avoid spurious status refresh when hero gains experience while 'showexp' and
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'showscore' options are off
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using Cleaver to attack a worm tail segment but kill adjacent head first would
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result in an impossible warning from cutworm
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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