To reproduce:
- Comment out RogueMain.c line 523 (
identify(theItem);) which will make wands of plenty unidentified in wizard mode
- Start a game in wizard mode, and get to a position a knight's move away from a monster
- Target the unidentified wand of plenty a tile behind the monster:
- Fire the wand; it will fire at a path that doesn't actually hit the monster:
This issue isn't specific to wands of plenty; it also happens with (at least) wands of domination and beckoning. I haven't tested others.
Edit: this also applies to unidentified staffs, and thrown items.
To reproduce:
identify(theItem);) which will make wands of plenty unidentified in wizard modeThis issue isn't specific to wands of plenty; it also happens with (at least) wands of domination and beckoning. I haven't tested others.
Edit: this also applies to unidentified staffs, and thrown items.