Remove saving grace
This feature was no longer fulfilling its intended purpose: the issue is that when players are aware of it, instead of creating interesting stories, it becomes a resource the player can rely on. Alternative mitigation for some "unfair" early-game deaths has been added (such as the warning shot for early-game attack wands and the ability of iron shoes to protect against certain early traps), and the warning shot in particular can create interesting gameplay moments and stories of its own, especially when saving grace is *not* present (discovering that a monster has a wand of fire and can oneshot you is an interesting emergency situation, but less scary if you know that its first attempt to oneshot you will fail). The feature was also proving quite hard to code correctly, because there are numerous cases that it "obviously" shouldn't affect (most notably beheading due to Vorpal Blade, but also things like purple worm digestion) which would need to be special-cased, and because there are grey areas like wand zap bounces (which might or might not be an intentional attempt by the player to hit themself with the bounce) and damage from traps. Removing it saves the need to work out, for every new damage source, whether and when saving grace should interact with it. Breaks save compatibility.
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@@ -428,7 +428,6 @@ struct you {
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Bitfield(uinvulnerable, 1); /* you're invulnerable (praying) */
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Bitfield(uburied, 1); /* you're buried */
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Bitfield(uedibility, 1); /* blessed food detect; sense unsafe food */
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Bitfield(usaving_grace, 1); /* prevents death once */
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Bitfield(uhandedness, 1); /* There is no advantage for either handedness.
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The distinction is only for flavor variation
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and for use in messages. */
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