Post by Janis Papanagnou
But the question still remains. Is this intentional or an unfixed bug?
After reading that wiki entry (section "BUC degradation and disintegration")
I suppose there's in principle no choice but to let them not stack,
Well. One could abandon the principle that each object stack in inventory
represents one object stack in the game's internal representation. Each
object stack in inventory would then combine all items that appeared
identical to the player, with the game selecting a random one as necessary
(quaff one from a stack of mixed beatitude, etc). This would be a lot of
work and open a number of cans of worms (for one thing, it would mean
inventory stacks might expand on identification / buc-ID, which would
incentivise players sometimes to leave items un-IDed to keep them stacked
 - in my view it would only work in conjunction with lifting the
52-item limit, which also would be a lot of work albeit a nice outcome.)
So in answer to jim's question, I think it is neither intentional nor an
unfixed bug; it is an unfortunate consequence of not wanting to do that
pile of work. However, it's not that unfortunate - in practice you want to
keep your degraded and undegraded scare monsters separate, and if this
pile of work was done, the player would just have to put in some effort to
 Like the way now that if you have a stack of items you know is
uncursed, you don't want to actually buc-ID it because it won't then stack
with newly found items of that type.
David Damerell <***@chiark.greenend.org.uk>
If we aren't perfectly synchronised this corncob will explode!
Today is Thursday, June.
Tomorrow will be Friday, June.