Thorondor wrote:
I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME

).
It isn't?
[sound F/X: source diving] Huh. Easy enough to implement; that should be fixed in SVN.
Thorondor wrote:
It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.
Huh?
[tests] That should be fixed in the SVN release branch. Is it not working for you? [Don't forget you have to chase down and kill any thieves that steal your gold and teleport away; that tripped me up during testing.] Or do you need me to publish a .team release?
Thorondor wrote:
Does item weight matter at the moment? (thinking of the inventory)
[sound F/X: source diving] Not yet.
Thorondor wrote:
Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).
Hmm. I would not be at all surprised to learn that I was doing that handling wrong in the AI code…
[sound F/X: source diving] oh! Turns out that's not implemented yet.
*whew* 
For reference, though, the Sterilize spell is implemented and should be available on staffs.
Thorondor wrote:
Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player

but several deemingly impossible to avoid demises due to paralysis at level 1 or 2 due to e.g. spectral cave spiders that move at high speed through walls (with no opportunity to get free action beforehand) somewhat limits my interest / ability to playtest.
Again, it's certainly possible I've got NPC generation wrong here, generating ego NPCs too frequently. I'll investigate.
Thorondor wrote:
I've found a leech and a pike on grass rather than water.
There again, botched NPC generation. I'll investigate.
Thorondor wrote:
I've had quite a few levels fully lit on entering the level. Feature or bug?
Are they "arena" levels, empty except for rooms? If so, feature. In v2.2.x, those were lit 80% of the time; in v2.3.x, they're always unlit (IIRC, an accident of implementation that was retconned as officially intended behavior). I decided to go with the v2.2.x behavior, as I prefered it.
Thorondor wrote:
using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)
[sound F/X: source diving] Hmm, I'd have to disentangle how the T2 spell code tells its caller whether to ID the wand/staff, and work out how to pass that information back from our spell code to its caller. And now that you point it out, we might need to make an effort to prevent it from announcing the stick spell being cast from an un-ID'd stick; Staffs of Remove Curse, for instance, aren't supposed to get ID'd on use AFAICT if they don't actually uncurse anything. Give me a little time on that one.
Thorondor wrote:
Thaumaturgy:
Tried blast - destruction - no effect
[sound F/X: source diving] Ah, that damage type isn't implemented yet. We Apologize for the Inconvenience.™
Thorondor wrote:
Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x
[sound F/X: source diving] Urk. That was buried in the old code that handled effects of spells on terrain; some floor-type grids weren't properly passing through to the general floor-damage code where wall creation does its stuff. In addition to lava, this affected shallow/deep water, open/broken doors, and… small trees? Do wall creation spells cover small trees in T2 proper? Anyway, that should be fixed in SVN.
Thorondor wrote:
Is it currently possible to close a door?
[sound F/X: source diving] Apparently not.
Thorondor wrote:
Is it currently possible to bash a closed door?
[sound F/X: source diving] Apparently not.
Thorondor wrote:
Should a shop *ID* an item when it is sold (currently not the case)
[sound F/X: source diving] Ah, I see it is supposed to do that. Fixed in SVN.
Thorondor wrote:
Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?

What, all of them?
[sound F/X: source diving] They're certainly not flagged that way. I cannot even conceive how that could happen…
Thorondor wrote:
When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....
[sound F/X: source diving] Ah, I broke that when I was fiddling with FOV handling to implement ESP. Should be fixed in SVN.
Thorondor wrote:
A level 1 barrow downs level started with the stairs in the quest chamber - ouch!
Yikes. That sounds vaguely familiar, actually; I think it's happened to me before in T2 proper. At least I don't
think it's disallowed; anyone have memories otherwise? Preventing it would be tricky to implement, I think…
Thorondor wrote:
Shallow Lava and deep lava don't do any damage
[sound F/X: source diving] Oops, was using the wrong name for floor effects internally ('ON_SHALLOW_LAVA' vs. 'EFF_ON_SHALLOW_LAVA'). Should be fixed in SVN.
Thorondor wrote:
An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...
Well, following Eru does increase your max mana proportionately with your piety…
[sound F/X: source diving] …aaand I was badly miscalculating that. Fixed in SVN.
Thorondor wrote:
The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"
That's what I needed to know; that tells me that there are still places where I need to pass the "check-whether-player-can-actually-see-us" flag to Actor:getName().
Thorondor wrote:
You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))
Those weren't the ones I was worried about; those artifacts are built on base object types that are already generated normally (Cloak, Quarterstaff) and can get "promoted" to an artifact during generation. I was worried about the "special" artifacts like the Phial and some of the artifact rings and amulets; their base type doesn't get generated in normal operation, so they only get generated by special handling in the code — which I
think I've got right…

Thorondor wrote:
A couple of lua errors below:
used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
[sound F/X: source diving] …? It shouldn't be possible for 's' to be nil at that point. I was messing up the tooltip description of actor drops in that general vicinity, though; should be fixed in SVN.
Thorondor wrote:
No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
Was this supposed to be the same error as the previous one? The stack traces match. [And no, a Snaga shouldn't have been able to cast spells if it wasn't an ego type…]
Thorondor wrote:
I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...
You mean a cone effect? The engine has the corresponding targeting mode, obviously, but the module doesn't currently support using it (outside of special handling in Elemental Wave), and I'm not sure the NPC AI would know how to deal with it.