Reading the source, I see that if an attack has multiple targets and steals
from them, a steal attempt is made indpendently on each target. But the
Stole/Cannot Steal/Has Nothing message from the last target overwrites all the
previous messages. It should list all items stolen instead.
That's a
Give an enemy an on-death bequesting attack that's self-targeted and neither
heals nor transmogrifies itself (either damaging or doing no damage), and it
will get stuck in an infinite loop, with the on-death attack retriggering.
Interesting, even if there are no delays, the player can continue t
Aside, an (active-time) battle with a looping enemy doesn't end, but you can
still run away.
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This is fixed. I had left it open only because:
> I think there should be a global bit to cause extra hits to stop. So maybe
> we should leave this open as a feature request.
If anyone wants that they can ask for it; I won't clog the bug tracker with my
own unimportant feature suggestions.
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Closed #975 as completed.
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The draw order of some battle UI (battle cursors/names, the battle menu, damage
digits, and possibly more, needs checking) has changed, causing bugs like this
Axe cop screenshot. A release blocker and needs fixing very soon. Introduced by
battle slicification. See r12859 (cef934facc) which remov