Wednesday, 22 October 2008
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| Re: How is time usually solved? Radomir Dopieralski 00:54:47 |
| | At Tue, 21 Oct 2008 05:21:51 -0700 (PDT), Brigand wrote:
On Oct 21, 7:41am, anonu...@gmail.com wrote: So basically: Is turnbased really one after the other, or is a turn a
I think the second idea is pretty cool, and would create a whole other layer of strategy to the game - trying to 'second-guess' your opponent and move into the most advantageous position - though it would be considerably more difficult to program, at least if you are trying to also have the monster second- guess the player, and predict the players move. I think you are confusing the game world and the user interface here. Bumping into a monster is, in traditional roguelike user interface, a way of saying "attack this monster". It should be interpreted right when it is performed by the player, based on the information that the player sees. Then you try to execute the command in the "game time". Since the command is "attack this monster" and not "attack this spot", and since the player character is not supposed to close his eyes and swing madly at the air, his attack should be directed at the monster even if the monster moved in the mean time, or is in motion. No guessing is necessary, although sometimes there could be a swing at empty air when the monster managed to get out of the range fast enough.
In similar way, when you tell your character to move to a space next to some monster, and the monster decides to move to the same spot at the same time, it's not a "bump to attack", it's just a motion command and should be resolved as such somehow -- maybe by an initiative contest, or some other way.
Actually this confilct situation of "two creatures moving into the same square" seems to be the reason why this system is not very popular. There seems to be no way to resolve this situration that wouldn't be annoying or feel artifical.
-- Radomir Dopieralski, http://sheep.art.pl
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Tuesday, 21 October 2008
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| Re: Not moving too fast. Billy Bissette 17:35:19 |
| | idontexist <jamesericward@hotmail.com> wrote in news:4429da4e-6a79-464d- 9eb7-411147dde2a8@e2g2000hsh.googlegroups.com:
I am considering a roguelike game that makes the player wait between every input. The wait will be between .25 and .5 seconds and the point of it is to give the player a chance to think between actions. What effect would a wait like this have on a roguelike game? I would greatly appreciate opinions. An input delay just doesn't really add anything. Anyone who wants to think can already delay as long as they wish. If they don't want to think, then maybe you should try to make the game more engaging.
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Monday, 20 October 2008
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| Crawl is zeee greatest! My fave is killing named demons. Loopy 19:05:00 |
| | Ok, what I like to do is visit the Hells and bump off the named devils or demons. Asmodeus, etc. The only drawback is, this is mainly an ego boost. At such a high level of power, there is little reward in terms of treasure.
I tried out Asmodeus' little sceptre but it just summoned more demons for me to kill.
What can you give a player character that already has everything?
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| Some UI wishlists Matthew Vernon 13:48:47 |
| | Hi,
A couple of UI things that I'd like to see changed. No patches at this stage
i) artifact memory. If you play with randarts off, I think it would be good if you had artifact memory, like you have monster memory. If I've *Identify*'d the Phial in the past, then if I find it again and Identify it as the Phial, IWBNI I then "knew" what it did, if you see what I mean. *Identify* scrolls are damned rare, and I'd rather not feel compelled to remind myself in the spoiler file what a particular one does.
ii) an option to build the spoilers at compile-time. My linux distro seems to suffer version drift, which can be especially annoying in the monster info. either a make target and/or something like angband --gen-spoilers
Any opinions?
Matthew
-- Rapun.sel - outermost outpost of the Pick Empire http://www.pick.ucam.org
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Sunday, 19 October 2008
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| Re: ..... Need for Speed Carbon demo Klaus Kruse 05:01:38 |
| | A need for Speed?
Why yes my good man, I do have a persistent need for speed. The problem is, I'm not exactly sure on how to 'w'ear a car. Also, I'm not a bit doubtfull about carrying anything carbon when I go hunting for greater Hell Wyrms.
Well, yeah, now that you mention it, I did just slay some baby red dragons with a bag full of lamp oil. And yes, I do wear a set of metal armor that I was told protects agains cold and electricity.
So, what's the price on that Carbon Car of Speed (+20) again?
(SCNR, the title of the post just seemed unitentionally topical)
ShieTar
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Saturday, 18 October 2008
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| Re: Any good strategy guide for Angband Werner Baer 04:16:33 |
| | <ejgdnd@gmail.com> schrieb...
What is an easy way to win Angband? Use the debug commandas (Control-Z IIRC) to give you high hit points and excellent items.
Use the Cheat Menu to allow you to cheat death.
I wouldn't call the result a win, but there's no other easy way.
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| Complicate gameplay as you go deeper Radomir Dopieralski 02:51:12 |
| | This idea is not very new, but I'd want to summarize it here and maybe discuss with all of you. You might even know many interesting examples of this idea employed in interesting ways. Anyways, let me begin.
When we start playing a new game, it is often very confusing to us, as we don't know the rules and the characteristics that are a result of combination of those rules. We have to experiment and learn, and this is pleasurable, as long as it's not too difficult and not too easy. The designer has to get it just right. We also want to continue to learn as we play the game, discover more interesting techniques and mechanisms. Sometimes this pleasure from learning can be replaced by pleasure from watching cinematic sequences, beautiful artwork, gathering collectibles or progressing in the game's plot, but this has limited use in a replayable game like a roguelike.
To remedy that, it's common to make the games start very simple and become increasingly complex as you go. You unlock and discover more and more options and you are forced to make important decisions. You also accumulate more power and treasure, so the stakes are higher.
I will show you the example of this idea in action in one of the more obscure and niche roguelike games: Rogue. In the version of Rogue that I play, you start in an empty room with some decent starting equipment and full health. First you practice walking around the dungeon and maybe picking up an item or two from the floor. At this stage you don't really care what happens with the items you pick up, it's just a simple "collect the treasure" game. There is nothing to distract you.
As soon as you reach the door, you discover another feature of the game: light. The corridors are dark and the room you leave also becomes dark when you leave it. You also have to make use of your newly acquired ability to walk your character around, so that you can reach other rooms. As all the monsters are sleeping, there is nothing else to distract you.
Sooner or later you will enter a room with some monster in it. This is where some action starts. First of all, you learn that the monster doesn't move unless you move -- you discover how time is organized. You might go towards the monster or try to run from it, but sooner or later it will catch up with you and the combat begins. You have enough health and armor to easily survive the couple of hits you receive before you realize that you have to bump into the monster to fight back. Your weapon is strong enough to kill it in a few blows.
From now on you practice simple combat and collect items in the remaining rooms, until you reach the one with stairs in it. From now on, every new level has one new kind of monsters that forces you to learn something: hobgoblins teach you to run away when low on hit points, kestrels teach you to that you can't always run away, ice monsters and venus flytraps force you to start shooting or throwing stuff, rattlesnakes help them and also make you start using potions, phantoms teach you fighting with invisible opponents, orcs and leprechauns make gold useful, aquator and rust traps will surely teach you how to change armor, nymph can make you switch your weapon. Dragons teach you dodging and wraihts demonstrate you how the experience system works. Troll makes the usual tactic of "hit and run" useless. Some of the monsters don't teach you anything new, but instead replace the weaker variants from the beginning levels. Most of the challenges become irrelevant after a while, when you are supposed to have mastered your lessons.
You cannot win the game before you encounter all of these challenges at least once -- the amulet of Yendor is at level 26 or lower. There are also additional challenges you can face, either randomly or at your own choice. Hidden doors and traps are pretty much random (except for initial levels), hunger always appears after set time, potions of hallucinations and blindness are something you can postpone or even try to avoid at a cost of making the game harder. Enchanting your equipment starts pretty much randomly.
As you can see, Rogue's complexity is mostly monster-driven. The equipment-related features are introduced pretty much randomly, but practically required at certain depths. Some of the features (especially rings) may affect the whole game, changing the rules later on.
It is possible to control complexity and learning in other means too. Nethack's character classes have varying difficulty and require use of different skills: from monk, through valkyrie to archeologist and tourist. Moria's spells control which resources you have to manage. Crawl's gods are introduced pretty late in the game and also very the further complexity.
And how do you manage the complexity of your game? -- Radomir Dopieralski, http://sheep.art.pl
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Friday, 17 October 2008
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| Re: zot trap on level 12? [Crawl] Darshan Shaligram 17:56:57 |
| | Haran Pilpel <haranp@gmail.com> writes:
"3cnfsat@gmail.com" <3cnfsat@gmail.com> writes:
I'm getting the message "You hear a distant 'zot!'" on Dungeon:12. How common are Zot traps this early?
They aren't. They start appearing on level 13 or 14 (note that sublevels count as more depth, i.e. if you're on Lair:4 and the entrance is on D:12 then you're effectively at D:16.) Are you sure this is D:12? Which version? It could be a vault on D:12; vaults can place whatever traps they want to.
-- Darshan Shaligram <scintilla@gmail.com> Deus vult
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| Re: zot trap on level 12? Haran Pilpel 15:38:27 |
| | [Accidentally mailed instead of posted. Sorry.]
"3cnfsat@gmail.com" <3cnfsat@gmail.com> writes:
I'm getting the message "You hear a distant 'zot!'" on Dungeon:12. How common are Zot traps this early? They aren't. They start appearing on level 13 or 14 (note that sublevels count as more depth, i.e. if you're on Lair:4 and the entrance is on D:12 then you're effectively at D:16.) Are you sure this is D:12? Which version?
Haran
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Thursday, 16 October 2008
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| MageGuild v1.0 Released Nahjor 19:41:50 |
| | MageGuild 1.0
I am proud to announce the first non-beta release of my roguelike game, MageGuild. It's been a bit of a bumpy ride, but we're finally here; big thanks to everyone who helped me test the beta versions.
In MageGuild, you take on the role of a talented and daring apprentice of the Nahelan Mage Guild. Delve through countless dark halls, gathering troves of hidden knowledge and gaining power, and battle hordes of deadly enemies that will test the limits of your power and wit; if you're very lucky and very skilled, you'll emerge into the light of day again, a full master in the Mage Guild.
Some of MageGuild's features: * Deep item crafting system that allows you to build what you need on-the-fly and ensures that you'll have no useless junk * Complex interactions between objects, spells, and beings in the world that give you tons of strategic options * Enemies all have their own unique quirks- cookie cutter creatures not welcome here * Tutorial that will give you a good handle on the game's controls and basic strategies * Optional graphical tiles and optional mouse support * Playable on any platform that supports either .NET or Mono
You can download it now at http://glistenimages.com/Lukos/lukosMageGuild.htm
Please send me any issues, questions, or feedback you might have; I'm reachable here, via e-mail at nahjor@gmail.com, and on the game's forums, at http://lukos.forumotion.com
Thanks!
[Apologies for any mangling of formatting due to Google Groups.]
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| Re: excellent find at 250' Magnate 15:08:35 |
| | <avh@softalk.ws> wrote
Hi, It's been rare recently that I have cause to post to rgra about a good find, but this one took me a bit by surprise as it's less than 10 minutes into the game. At dl5 (250'), I find a chest. disarm it and open it, and get 5 staffs (1 Golden, 2 SIlver & 2 Birch). So thinking trap location, object location and with my luck summoning, but they turned out a bit better than that. Golden = Teleportation Silver = Perception Birch = Healing Can't wait for the greater demons on dl6  Sounds great - but are you a half-troll warrior, or are you going to be able to use them reliably anytime soon?
CC
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| randart request re digging Eddie Grove 15:07:11 |
| | For any of you tinkering with randart code, I would like to request that any randart with a digging bonus should have a pval of at least 2. A weak char with a digging pval of only 1 cannot dig through granite, and IMO an artifact with digging should be able to dig through granite.
Eddie
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Wednesday, 15 October 2008
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| Re: Another late 1kBRL: A Journey To Hell Otto Grimwald 21:37:13 |
| | Jakub Wasilewski wrote:
It contains Windows binaries and source code for both Linux and When compiling with gcc ajth.c -o ajth -lcurses
I got :
ajth.c:9: error: array of inappropriate type initialized from string constant
My gcc version is 4.3.2 (latest). I could compile it with an older gcc (4.1). Since it requires so little dependencies, maybe you could provide the linux binary as well...
When the game ends, it hangs the current console however.
It's a well done roguelike. Amazing to see the shadows and such.
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| Re: Crawl SS - How do you feed a SpSt? Robert Vollmert 13:02:28 |
| | On 2008-10-15, enurmi <dieselviulu@yahoo.ca> wrote:
Have you read how spell hunger works? If not, then do so (although Crawl does not require being spoiled, it sometimes helps). You don't even need to spoil yourself:
While not going into spoily details, the manual mentions that Intelligence and Spellcasting skill affect spell hungering.
Cheers Robert
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Tuesday, 14 October 2008
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| Re: where now? (dcss043 spoiler, spoiler request, long post) Robert Vollmert 17:28:09 |
| | On 2008-10-13, idontexist <jamesericward@hotmail.com> wrote:
I have been trying to avoid spoilers besides the manual but this is my first character to make it to the endgame (i think this is endgame) and i really want to win with this character. I think even spoiled you may well die, though I wish you the best of luck.
If you wish to remain unspoiled, my suggestion would be to carefully enter Zot and retreat if the resistance is too high. You'll notice, and with your high AC and your wand of hasting, you should be able to escape. Then go somewhere else (such as Crypt, Elven Halls, Slime Pits) and try again later. Or just die heroically and learn something for next time.
Some answers below.
I am on dungeon 27 and all the downstairs are to the realm of zot. I have 3 runes (from snake swamp and vault) but I dont know if they are the ones i need. All you need the runes for is to enter Zot, which you've done. Any three will do.
I am not quite sure if my character is strong enough to get the orb, mostly because of having my exp drained by shadow dragons. Your experience level is low, but that shouldn't have too much of an effect. Mostly somewhat lower maximal hit points, which you make up with your high fighting skill.
I have thoroughly explored the main dungeon, snake pit, orc mines, swamp, lair and vault (except a little bit of lv 8 cuz i had to run). Are there other areas I should explore before going to Zot? Crypt is quite safe, and has some nice loot. With your cloak of preserveration, you could do the Slime Pits (ideally with an amulet of resist mutation). Also the Elven Halls (off Orc), though you'll get drained more there.
I would like to have most resistances but i dont know if that is really possible. is it? A couple more resistances would be nice, though your AC will make up for it to some extent. How'd you do against storm dragons and titans on Vault:8? There'll be equally dangerous lightning attacks in Zot.
Is level 27 always the entrance to zot or is it random like nethack? Yes.
here is a dump of my character. Please advise me what i need to have before going to Zot and what level i need to be and any other skills i should try to develope. Your skills are fine. You should probably stash some of your scrolls and potions. Resist mutation, a level of life protection and cold resistance, an extra level of fire resistance, electricity resistance would all be nice. To some extent, a potion of resistance can substitute. Keep your wand of hasting charged and don't hesitate to use it.
Cheers Robert
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| MetaCollider beta 6 released--bug fixes, gameplay improvements Pointless 03:49:00 |
| | MetaCollider beta 6 is now released. Download it here:
http://www.sourceforge.net/projects/metacollider
Here are some important changes since my last announced release (beta 4): + entelechy changes take place immediately, so you know exactly what items have what effect on your progress in the game + made healing happen over a period of time like in Crawl, so potion and bandage are no longer infinite-use items. As always, these items decrease entelechy (which is now more transparent). + balanced the game and fixed many bugs
See the release notes and change log for more information
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Monday, 13 October 2008
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| Re: speed brand Haran Pilpel 16:31:31 |
| | "3cnfsat@gmail.com" <3cnfsat@gmail.com> writes:
The "of speed' brand doesn't seem to work for me. When I wield a bow of speed, it seems I'm hitting only once, not twice, even at skill 9. And a 1,3 speed longsword doesn't seem nearly as effective as a +4,+5 katana. Are speed weapons really twice as effective at low level? Will the +1,+3 longsword exceed the katana in strength, and if so, when? Weapons of speed have a slightly misleading description (which is improved in the trunk version): you attack twice as fast when wielding them, it's not that each specific attack is doubled.
Haran
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Sunday, 12 October 2008
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| [angband] "It aggravates creatures around you" Olivier 21:15:01 |
| | Hello,
Can anyone tell me more about this sentence ("It aggravates creatures around you"). Monsters get -- more numerous, -- are berserk, -- go for you more straighforwardly, -- have more hit dice, -- ?? Many tanks in advance! Cheers, Olivier
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Saturday, 11 October 2008
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| Re: Object Copying Awhite 19:45:35 |
| | On Thu, 02 Oct 2008 15:33:26 -0700, Fenrir wrote:
I'm working on making items stack in my player inventory, and I'm having some trouble allowing the player to drop a specified amount of items at once. The player's inventory is a vector of pointers to Item objects. When the player drops an item, I want to reduce the quantity of that item in the player's inventory, and create that many items (or, rather, one item with it's amount variable set to the appropriate quantity) where the player is standing. The problem is that I have a Potion class derived from the Item class, which is abstract. I plan on having still more classes derived from Item. How can I copy an object if I don't know what type it is? Have your base Item class require child classes to implement clone() methods. Each leaf class will of course know what type it is, so can copy itself easily.
Are you sure that subclassing is the right way to go? Data driven via composition might be better than inheritance. Otherwise, how can you easily implement polymorph effects?
Adam
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| Re: crawl043 character recovery Haran Pilpel 12:07:21 |
| | idontexist <jamesericward@hotmail.com> writes:
I was playing a HOFi and was in the elven halls lv1 when a preist cast a spell and my game crashed. I reloaded it and every time i try to load that character it crashes again. This character was doing decently. Is there any way to get it back? File a bug report on Sourceforge (http://crawl-ref.sourceforge.net). Please attach the savefile - if the character is called Mike, it will be called either Mike.zip or (more likely if there was a crash) will be a bunch of files like Mike.01a, etc. Zip them all up and attach to the bug report. Give as many details as you can on the bug report.
We'll try to fix the savefile and the bug.
Haran
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Friday, 10 October 2008
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| Re: Meaningful complexity Billy Bissette 20:54:31 |
| | Numeron <irunsofastineedafinonmyhead@hotmail.com> wrote in news:3b88a0ac-1bfc-41e9-ad3b-c047b06b8976@b30g2000prf.googlegroups.com:
With roguelikes its difficult though because most of the extended commands and features need to be there from the start so that their existance actually makes sense (ie its silly only allowing a player to start #dipping once they reach level 5). Entirely theoretical and not something I'm suggesting, but:
First code the command display screen to only show "available" commands. Or perhaps show all commands, but all unavailable ones are greyed out.
Second, bring commands into the game in some sort of order. The most basic would be to bring them in the first time the player picks up a related item. However, you could also design your game so that certain items don't even show up until certain points in the game. For example (if you don't have town shops that sell them), wands might not can appear until dungeon level 3, scrolls on dungeon level 2, staves on dungeon level 4, etc.
Optionally, a colored command display screen could make the distinction between commands that haven't come into play yet and commands that will not come into play for the current character. A warrior that hasn't found a wand will have the "use wand" command greyed out, while "cast magic" might be dark red to show that he'll never be able to use that command.
Simplifying and unifying your command set can also help. Fewer unique commands means an easier job for the player learning them. (Particularly early in a game, where a player has to constantly refer to the command display just to find out how to use or do what they want.) For example, a decent amount of Angband's key commands could be combined into a single "use object" command. While this won't ever happen with Angband, it could be done in a new game.
So maybe you'd have a game where you had a "use" command along with "drop" and "throw." When you first find a potion, the game tells you that you can drink(use) it for an unknown effect on yourself, or throw it for an unknown effect on a target. Find a wand, and it tells you that you can use it to fire an unknown magical attack at a target. Or whatever.
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| SewerJacks 0.8.7 Corremn 20:18:39 |
| | The season over, you have been told in no uncertain terms that you will not be needed next season. Where do you go? What do you do? Football is all you know. You go where all unwanted footballers go, you go to the sewers. Welcome to Sewerjacks! The game that mixes fantasy football with a roguelike.
Some new features in this release - More playable classes and races including Wizard and Apothecary - Combat system overhaul - Player ghosts (well zombies really) - Items and limited inventory - More skills - see complete change log below
http://sewerjacks.sourceforge.net/
Win32 binaries only
Sewerjacks Change Log =====================
Version 0.8.7 -------------
ADD: Limitied inventory; weapon, armour and item slot ADD: Items eventually wear out ADD: New item type: Armour ADD: Necromancer (evil) and raise dead spell ADD: Visible allies and their health are listed in the sidebar ADD: Unbreakable items ADD: Added more information on start screen when choosing player class ADD: Leap and Side Step(agility skill) ADD: Very Long Leg (mutation skill) ADD: Player ghosts - dead heros can now sort of come back
MOD: Rework of successful armour roll (hit) consequences (for BB players - STUNNED: minor damage, KO: full damage + prone, CAS: full damage + stunned) MOD: If a player is hit hard enough they are stunned. One turn must pass before being placed prone. MOD: Items now can be picked up and wielded/worn MOD: Monsters no longer pick up health potions on full health. MOD: Ice Troll icon highlights changed to blue to represent Norse team colours. MOD: Bombs have an increased damage chance on direct hits (not in blast or fumbles). MOD: Accurate skill slightly increases damage change on throws (bombs included). MOD: Changed the way damage is calculated (now based on strength). MOD: Double Team now has a +3 bonus to armour roll. MOD: Increased Mighty Blow chance MOD: Wizards and Apothecaries are now a starting race and start with Leadership. MOD: Experience is no longer gained for killing oneself MOD: When in map mode, the exit is highlighted if known MOD: Enemies no longer start near player entry point when decending levels. MOD: You now have to escape the last level to win. MOD: Many text messages are placed on the same line. MOD: Skills in minor skill tree now cost more to purchase MOD: Items now drop on water MOD: Cant push back stunned or prone enemies
BUG: Monster detection routine error: Monsters in LOS but out of sight range returned visable BUG: Can no longer wield multiple weapons at once. BUG: Fixed various spelling mistakes. BUG: Some effects overwrote other effects on status sidebar BUG: Being caught by tenticles now causes a turn
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