If hero has intrinsic see-invisible and a gremlin steals that, the
map wasn't being updated to hide invisible monsters (until the next
iteration of moveloop() after other monsters finished current turn).
polymorphing while wearing an amulet of strangulation from a form that wasn't
vulnerable to one that was gave wrong message ("still constricts")
for accessibility reasons, give a message when monster teleports
+if a gremlin stole intrinsic 'see invisible' the map wasn't updated properly
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
* + hallucinating
* + doing a full screen redraw
* + see invisible times out or a ring of see invisible is taken off
+ * or intrinsic see invisible is stolen by a gremlin
* + when a potion of see invisible is quaffed or a ring of see
* invisible is put on
* + gaining telepathy when blind [givit() in eat.c, pleased() in pray.c]
case 7:
if (HSee_invisible & INTRINSIC) {
HSee_invisible &= ~INTRINSIC;
+ if (!See_invisible) {
+ set_mimic_blocking();
+ see_monsters();
+ /* might not be able to see self anymore */
+ newsym(u.ux, u.uy);
+ }
You("%s!", Hallucination ? "tawt you taw a puttie tat"
: "thought you saw something");
break;