> Bug with flaming attacks...? These monsters should be unaffected,
> IMO.
>
> The fire elemental hits the stone golem. The stone golem is on
> fire!
fixed in patch
> The pyrolisk gazes at the flaming sphere... The flaming sphere is
> on fire!
This was already corrected in CVS.
Some recent newsgroup discussion claiming that a pet ki-rin was
wearing a helmet (I think poster was hallucinating) caused me to look
at some of the hat handling code. There were a couple of noticeable
problems and one latent one in code added for 3.4.1. Polymorphing
into a minotaur pushes hard helmets off hero's head, but nothing
prevented you from putting one right back on. Helmet wearing monsters
who polymorphed into minotaurs weren't affected at all. And message
handling always assumed multiple horns even though we have some singled
horned monsters, but since all those have no hands they can't wear any
armor and that potential pluralization issue wasn't noticeable.
Make sure the three instances of special fire effects stay
synchronized in the future by moving the relevant code into its own
routine.
Shouldn't fire vortices and fire elementals also yield "already
on fire"? How about ice vortices "melting"?
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.