[bows]Thorondor wrote:Hi Zizzo
Thanks for the new patch. It's awesome you continue to work on it.
Dangit, I was sure I had it right this time… I'll investigate.Thorondor wrote:One little thing I noticed: selling stacks of items might be confusing the shopkeepers:
Sell 1 arrow of slay undead for 247 gold
sell 2 arrows of slay undead for 247 gold
etc etc
sell 24 arrows of slay undead for 253 gold
Doesn't warrant an emergency bug patch though, as it's not a game breaking bug
Hmm… on re-reading, there seem to be multiple things you might be talking about here. If you mean the ability to add an ask-before-dropping/destroying/etc. annotation to an object, then yes, that is in my future plans, although instead of embedding it in the object inscription, I plan to make it configurable via the use-item dialog. The notify-on-recharge functionality for rods et al. (corresponding to T2's "!!" inscription annotation) should already be implented, as an example of what I'm going for.Thorondor wrote:When you are doing the automizer, are you thinking about including a 'don't destroy' command (e.g. spellbooks getting !d!v!k)
Ooh, now that you mention it, though, since the inscriptions you mention are frequently added by the automatizer, I'll need to make these new configuration settings settable via automatizer rule. [takes notes…]
No idea; I'll investigate.Thorondor wrote:Three other questions... I have a character with Legendary (7) disarming who regularly takes 100-200 turns to open a locked door. Is this working normally?
[sound F/X: source diving] Not yet. Doing that looks like it will require some deep wizardry in the projection code, so that may take a while.Thorondor wrote:Have you activated 'destruction' in Thaumaturgy?
[sound F/X: source diving] No, neither in the original T2 Gondolin map or this module. Should be easy enough to add one with an addon, though.Thorondor wrote:Is there a spellbook shop in Gondolin?

[sound F/X: source diving] Not everywhere, it looks like; Manwe's Call, at least, overwrites the current duration with its new duration. I guess you were casting Ent's Potion repeatedly, or quaffing lots of Potions of Heroism? I've tried to track how the T2 code computes duration changes in these cases, so this shouldn't be anything that wasn't possible in T2.Thorondor wrote:On a different note, when you do something that gives heroism modifier, it adds time to the heroism counter. The current character I have will be a hero for 500 turns. Am not complaining though...
Ah, must have missed some spots. I'll go hunting for them…Thorondor wrote:Also, it's still occasionally possible to know what type of invisible creature you've hit e.g. Aragorn hits the clear centipede, something hits aragorn
Hmm, now that you mention it, that does sound familiar. I'll investigate.Thorondor wrote:Sell an arrow (exploding) 1d4 1d4 (+1,+6) for 1962 gold pieces
When trying to sell a stack of these, the maximum value offered is (for this shop) 20k gold pieces. I think in original 2.35 it wouldn't "cap" the price
[sound F/X: source diving] It means that some NPC tried to summon something, and it tripped over a stupid typo in the code from v0.3.4 that prevents summons from landing on a glyph of warding. Fixed in SVN.Thorondor wrote:No idea what this error means. Was in Orc Cave, autoexploring and saw some rotting corpses.
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /mod/util.lua:298: attempt to call field 'findFreeGrids' (a nil value)\
And I think this warrants an emergency bug fix:
Release 0.3.6 "Future Proof"
This release picks up a few bugfixes from trunk:
- Stupid typo that would have broken effects that prevent you from dying.
- Small fix to the map generator used for towns, giving it access to the various features I had to add to the engine's Static map generator to properly generate assorted T2 fixed-map levels. This also makes possible a new addon, Gondolin Book Store, as requested by Thorondor above.
- Stupid typo that I think would have applied terrain-changing effects like destroying walls/doors twice.
- Stupid typo (noticing a pattern here?
) in the implementation of glyphs of warding.
- Sort of a documentation bug: in the previous version's release notes, I claimed that drowning in deep water would kick in at half your maximum unencumbered weight. Turns out I was wrong; it kicks in at your unencumbered max. [The T2 code is a bit confusing in this; it seems to compute double unencumbered max weight everywhere and then divide in half…] The code was doing the right thing all along, at least. We Apologize for the Confusion.™
- T2 players of Spectre characters will know that Spectres' pass-wall power is not without cost: up to 11hp damage per turn (depending on your level) while in a wall or similar solid terrain (unless you have some other ability to enter it, like tree walking). We weren't doing that before, but we are now.
- Also not implemented before: some temporary effects, like Poison or Cut (or the aforementioned In Wall effect
), will prevent normal life regeneration.
- Not so much a feature as forward compatibility: a small change to mod.class.Player to accommodate upcoming changes to actor energy usage in the 1.6 engine.

And as always, the .team file for the release is available from my site, along with the Subversion repo and WebSVN front-end thereto. And for those of you following along on SVN, the 0.3.6 release branch will get bug fixes for all the aforementioned inevitable bugs.
And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
- Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
- Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
- Go to Landmark (current release 1.0.0): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
- Neutral Townsfolk (current release 1.0.0): As requested by Thorondor.
Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
- ZAngband Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.
- (new!) Gondolin Book Store (current release 1.0.0): Also as requested by Thorondor.
Adds a book store to Gondolin (hence the name…).

