Watching the fuzzer, I saw hero's strength plummet to 3 again and not
rise above 5 after that. It turns out to be due to life-saving, which
was fixing severe hunger but was not restoring the point of strength
that's lost when you go from hungry to weak.
I'm not sure whether this was caused by 3.6.1's commit
024e9e1225 or already behaved that way.
Another fuzzer bit: the monk I was watching was bitten by a wererat
early on and was still inflicted with lycanthropy when he reached
level 19. (I've no idea how his level got to be so high; it jumped
from 14 to 19 while I wasn't paying attention.) Extend the earlier
hack for drinking a blessed potion of restore ability to recover lost
characteristcs to sometimes drink a potion of holy water instead.
The rationale is that since the player character resists conflict,
fake players should too.
[I'm not sure that I buy that. Player character is always the one
*causing* conflict and it doesn't affect self. But this is simple
as long as no other resistance checks are against attack-by-ring.]
Dropping an existing fragile item while levitating will usually
break it. Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.
Some callers of hold_another_object() held on to its return value,
others discarded that. That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
Fixes#155
When drowning, you need to be unencumbered in order to crawl out of
water. When not drowing, you don't, but put a limit on how much can
be carried. If polymorphed into a swimming creature, allow stressed
or less; otherwise (magical breathing), burdened or less. (Doesn't
apply on the Plane of Water since there's no climb from water to land
involved.)
'Detect' is used for observing a vampire shape change without being
able to see the vampire. The problem here is that it changed from
bat form to fog cloud form in order to pass under a closed door,
and the message was being delivered when it was already at the door
location instead of before the move from a visible spot to that door.
I'm not happy with this fix, but any other alternative I considered
seemed to be worse. Having the shape change use up the monster's
move is probably a better way to go. Then on its next move it will
be in the right form to make a normal flow-under-door move.
Code appears to intend that riding for 100 turns be treated like a
successful weapon hit as far as skill training goes, but it was
actually requiring 101 turns each time. It's conceivable that that
was intentional, but unlikely.
Seven year old suggestion was to have a killer bee eat royal jelly if
there was no queen around, then after a short delay it would become a
queen. This does that, with "no queen around" being "no queen bee on
current dungeon level" and the transformation happening immediately
with the "short delay" taking place after.
Pet killer bees will target nearby royal jelly if there's no queen,
hostile killer bees will only eat it if they happen to walk on the
same spot as one. Both types accept either tame or hostile queen bee
as an existing queen.
Killer bees eating royal jelly will drop dead if queen bees have been
genocided, and aren't smart enough to avoid the instinct to eat such
if/when that happens to be the situation.
Reported seven years ago, when ice melts underneath a monster, it
hovers there until its next move, then falls in and drowns. Dunk it
immediately, and give hero credit/blame if it happens during the
hero's turn (so presumably the melting was caused by the hero).
Also, let monster with teleport capability who gets dunked teleport
away from the water before getting wet, the way hero does.
Another one from 6.5 years ago, identifying a type of gem should give
a new price for any unpaid gems of that type and adjust shopping bill
accordingly. Report was for rubbing with touchstone and learning
worthless glass with price not changing until the learned 'gem' was
dropped. Fix works for that and also other forms of identification
(and for amnesia, raising prices of forgotten gems); no dropping is
required for the price to change.
Theoretically could apply to any type of item, but prices of gems are
by far the most sensitive to whether or not they're identified.
When testing the change to the Eyes of the Overworld wording and asking
for information about inventory item
k - a pair of lenses named The Eyes of the Overworld
I got "I don't have any information on those things". Not because that
item wasn't identified, but because the lookup was for "pair of lenses"
(finding nothing) and then for "The Eyes of the Overworld" (and not
finding it due to "The" which is stripped from the first attempt but
wasn't from the second nor present in the data.base key).
The phrasing of the data.base entry for the Eyes of the Overworld
reads as if it is continuing some passage in a reference book, but
that comes off strange when using '/' to see it. Rephrase it.
data.base could stand to have an entry for 'lenses'....