- if a mimic mimics a boulder (top sokoban) or a door atop
a closed door the closed door didn't block your vision after
the mimic is sensed.
- also, make mondied consistent with xkilled WRT corpses on inaccessible
locations: no corpse
Well, this proved rather annoying. Problems included:
-- the solid rock problem that was noticed
-- teleporting to a spot two spaces away but on the other side of solid rock
could also leave the chain in solid rock
-- in one place I said chainx instead of ballx, which could cause problems with
teleporting
-- the teleport code moved the player before moving the ball, violating the
assumption that the player hasn't been moved yet (which only caused problems
after I added the solid rock fix).
Ball movement still isn't quite right, though the cases are really rare. I
may fix them later.
Fix the reported problem of incorrect conditional logic
making it impossible to bump into closed doors when moving while
impaired for the #if STEED configuration.
- report: twoweapon mode, eat fried food, get messages like:
Your sword slips from your hands.
Your sword also slips from your hands.
- the fix tracks the kind of the 1st weapon, and adds "other" to the 2nd
message if necessary
- change the way the tile sizes are calculated, based on the image size,
so non-square tiles can once again be supported.
- fix Gnome port so it can actually display non-square tiles, several
height/width uses were backwards
- update Install.X11 to note the number of tiles per row in the XPM image
- this was a betabug I think, but not recorded as such
- if you kicked a throne, any GEM_CLASS item could be generated, including rocks
- changes behavior to be consistent with gems from fountains
Format multiple bad wizkit items a little better. It will scroll off the screen
if there are more than a screen of bad items, but that's probably not too
likely.
<email deleted>
<email deleted>
Sent: Saturday, March 23, 2002 6:01 AM
Subject: Bug in 3.4.0: spellbook fading
> Dip a spellbook in a fountain:
> "The spellbook fadefades."
>
> In get_wet (potion.c), otense is used, which returns "fades",
> redundantly, as a suffix to "fade".
Document the way to decline a wish or genocide, and allow both
actions to accept both "none" and "nothing" so that players don't
have to remember which response goes with which prompt.
The shop billing code assumes that food marked partly eaten
is worthless, but the eating code was changed to make sure that any
eating attempt will never leave food marked as not partly eaten.
The end result is that non-corpse food which is consumed in a
single byte can be eaten off shop floors for free, and if eaten
from inventory--so already on shop bill--the "Ix" display of used
up goods lists the item as partly eaten (with right price though).
This fix makes single-byte food be handled the same as other
food: the first byte taken causes the food to be auto-purchased
immediately instead of waiting until it's used up to add it to the
shopping bill.
Fix one of the problems From a bug report: Mjollnir is only
giving the intended feedback when it is thrown. Against ordinary
monsters the problem isn't too bad--you get a lightning message
without the preceding hit message--but against resistant ones there
is no message at all when you hit hand-to-hand. (There is a similar
bug for artifacts which add magic missile damage, but since no such
artifacts exist that isn't much of a problem. :-)
> <email deleted>
> Oops! [...]
> Suddenly, the dungeon collapses.
> place_object: obj not free
>
> The crash is reproducible in wizmode by wishing for a landmine, arming it and
> pushing a wished-for boulder onto it.