[We Apologize for the Delay;™ minor computer issues]
Steven Aus wrote:
Also, when monsters try to pick stuff up off the ground, they always fail. Is this intended?
[sound F/X: source diving] Oops, I had the :canTouch() method implemented pretty much entirely backward. An orc would have been able to pick up a weapon of Slay Orc and similarly for other slay flags, but that's about it. Should be fixed now.
Steven Aus wrote:
Also when Smeagol did his steal gold trick he teleported to the same square that I was on.
[sound F/X: source diving] *blink* …O-kaay, the engine's Actor:teleportRandom() wasn't even checking whether its destination candidate had another actor on it.

Should be fixed now. Though now that I look at it, the teleport after stealing gold is supposed to have a minimum distance of 20, so the fact that it was even considering the player's grid is odd…
Steven Aus wrote:
Yes, I may have been using a stack of Staffs of Identify.
[sound F/X: source diving] …Well, that was just spectacularly stupid on my part. Screwed up the staff stacking/unstacking logic by getting a variable name wrong in a copy/paste. Should be fixed now.
Steven Aus wrote:
When I took the up stair on Barrow Downs Level 2 to go back to Level 1, I appeared at the exit to Bree (Barrow Downs Level 1) instead of a down stair. Is this just a funny interaction with the base module and the add-on, and is there any way to alter that behaviour?
I
think this should be fixed. The princess quest code now sets its newly created down stair as the level's default_down{} location, and that should be persisted when you leave the level and used when you return to it from below.
Steven Aus wrote:
Why does the princess give cursed items by the way,
Turns out I had a subtle error in the ego-generation logic that was supposed to be filtering out negative egos at this point. Should be fixed.
Steven Aus wrote:
Note: somehow the thieves removed the cursed item, even though we can't, at the start of the thieves' guild quest.

[sound F/X: source diving] Huh. Both the T2 code and the module code are supposed to leave cursed equipment untaken. I've reimplemented that loop, and it appears to do the right thing now.
Steven Aus wrote:
I've noticed that DarkGod has taken the old versions of ToME down, could you send me your version of the Tales of Middle Earth version of ToME that you're using so it is kept in more than one spot? And also, back it up to Dropbox and/or private file storage.
The T2 code wouldn't have been on the te4.org download page anyway. As for extra copies, there should be online archives of it somewhere…
[searching] well, just conveniently to hand,
Debian's repository has the source for 2.3.11, which shouldn't be significantly different from what I'm using.
Steven Aus wrote:
It's so hard to hit the starting monsters in Bree with arrows (apart from the really weak ones).
[reads logs] Well, ultimately, the issue is that Mean-looking mercenaries and Battle-scarred veterans have particularly high armor class for townsfolk (20 and 30, respectively); that's going to be hard for any low-level character to hit. On the other hand, they're supposed to have pretty low alertness, so they shouldn't wake up easily; if they're not awake, I'd recommend just leaving them alone and staying well away from them (they wake up faster the closer you get). Failing that, you could try temporarily cranking your Tactic up to berzerker for the to-hit bonus, or
in extremis, temporarily cranking up Explor to running for the extra speed to escape.
[What I usually do, of course, is do the Bree house quest first thing. By the time you've finished with that, you shouldn't have much problem with them.]