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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||||||||
0008095 | [DCSS] Patches | feature | N/A | 2014-02-03 14:53 | 2014-02-03 21:01 | ||||||||
Reporter | Implojin | View Status | public | ||||||||||
Assigned To | neil | ||||||||||||
Priority | normal | Resolution | done | Local or Remote | Both | ||||||||
Status | resolved | Operating System | All | ||||||||||
Projection | none | Console or Tiles | Both | ||||||||||
ETA | none | Fixed in Branch | 0.14 ancient branch | Product Branch | 0.14 ancient branch | ||||||||
Product Version | |||||||||||||
Summary | 0008095: Automatically identify chopped dragon and troll hides. | ||||||||||||
Description |
Originally reported by duvessa here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10805 [^] This patch automatically identifies dragon and troll hides as they are generated. These items are always generated +0 and uncursed yet retain their "unidentified" status even after they are made into dragon armour. As a result, the player has to go through needless step of equipping dragon armour or using a scroll of identify on it prior to using that armour to open a trove. Always identifying chopped hides wouldn't affect the value of ?identify at all for spoiled players (they already know these things generate at +0), and it would remove one pointless step of tedium from the game, so here we are. Alternative solutions to this problem would be for troves to accept unidentified items or for hides to generate with random bonuses, but this seems like a simple enough fix. |
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Steps To Reproduce | |||||||||||||
Additional Information | |||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | 0001-Automatically-identify-chopped-hides.patch [^] (1,241 bytes) 2014-02-03 14:53 [Show Content] | ||||||||||||
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