kennfusion wrote:I had a but earlier where I picked up a stack of daggers and when I did so it said they were a +2/+2 daggers of shocking. And then when I looked in my inventory, they were really just +0/+0 daggers. It made me sad.

kennfusion, I think what you experienced is a defect of "stacking". Items that are similar stack together, which is fine and dandy for potions and scrolls... but when done with stacks of ranged weaponry you see odd things. If you had a handful of +0/+0 daggers already, and then picked up a stack of +2/+2 super daggers what should happen is the magic should "transfer" and coat the old and new ones so that they are ALL +2/+2 super daggers when stacked. It turns out the opposite is happening in version 1.2... the enchantment/magic is being removed when stacking. That's on our list of stuff to correct for 1.3.
JesterDev wrote:IPod Touch 2G
Firmware 2.21
Not jailbroken (yet)
Found an Opal ring (Stealth) and when I used an identify scroll on it (which was listed as a scroll of identify because I used one earlier) it was shown as a Opal ring of stealth. So I went
to my inventory and the game crashed. I was upset because this was the most interesting dungeon I have played in yet! But lucky me I was able to continue from that point at which it
crashed.
If it helps I also had a +0+0 Platemale, and a +1+1 Two handed sword (Although it might(!) have been the cursed two handed sword-Not sure when I managed to get this horrid thing!)
I restarted my IPod touch before I started playing (Message from the gods...).
Ok, so you started from a fresh reboot, started a new game, and then experienced this crash when accessing the inventory at some point well into the game, is that correct? Did it freeze, or just dump you back out to the iPod "springboard" with your app icons? We've seen a few reports of locking up if you perform a sequence of actions too quickly and then access the inventory (I think lr100 has managed to do it, and two of my young "playtesters" here at home have somehow done it!). If that is different from what you're describing I'm sorry it caused trouble. Some of these very obscure crashes are hard to reproduce, and if I can't reproduce it while attached to the debugger it's going to be murder trying to fix it
lr100 wrote:Found two more bugs today. One minor, one could be major depending on the circumstance.
I had just drank a potion that gave me the Alice in Wonderland effect. But as you can see the slimes still show up normally when they divide. Oops! Also Bear Traps show up normally as well (and I would guess armor traps too).
Now on to the more serious problem:
I was going into this room, when suddenly a Krestel somehow jumped over me to be behind me as well as another one in front! At first I thought it was just a one time bug, but then I had it happen to me again:
I was going down the hall, yet the Krestel somehow again jumps over me and appears behind me, same as before. Not sure if its a problem limited to Krestels or happens with other creatures as well. Unless its a "feature" of them since they "fly".
Yep, that slime split should not have been visible... Although I shudder to think of what Unicorns and Maidens undergoing mitosis would look like in real life

We'll try to get that under control.
Kestrels are so fast when flying, they tie back into earlier discussion about only being able to see one space down hallways (which is by design in RT and the original Rogue)... To show you what's really going on in these dark hallways and whatnot- PM me and if you promise not to share the code yet I'll give you a secret guy that can help show you what's going on around you easier!
I haven't forgotten about your request on auto-run following hallways. It's just that it is not actually a bug, and unfortunately between programmers and non-programmers something that seems very easy turns out to be alarmingly complicated to write

Plus I'm trying to get all the new features and bugfixes ready for another weekly update here. Once we're lower on stuff to do we can try to write a path following algorithm that wont just run around in circles like a madman when you reach a maze or looped corridor. For now, you'll have to tap a few extra times when you reach a corner

Sorry for the inconvenience!
