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View Full Version : more fun with the development branch of 3.1.0


pesachyonah
March 14, 2008, 16:18
Nice thus far, the usual complaints, plus this bug: when I reload (I'm playing this on XP ATM but I suspect this might also be true for OSX) a char, my macros and keymaps don't seem to have been saved in my char's pref file. I think the code for dumping prefs may be a bit buggy. It would be a lot more annoying if I used more than one macro (F1 for shooting) and two heymaps (tab for MM and H for detect traps/doors -- I'm used to the old keyset and G is taken :))

I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.

TTFN

PY

Garrie
March 15, 2008, 03:49
[QUOTE=pesachyonah;6461
I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.

[/QUOTE]

oh well I guess having seperate character classes is over-rated after all... :confused: lets just have one class that can wield every weapon and cast every spell.... I think the idea of seperating out detecting items from treasure was entirely about flavour, in that mainly the rogue type character should be interested in finding treasure and mainly the pure spell caster type character should be interested in divining the location of objects.

takkaria
March 15, 2008, 15:50
Nice thus far, the usual complaints, plus this bug: when I reload (I'm playing this on XP ATM but I suspect this might also be true for OSX) a char, my macros and keymaps don't seem to have been saved in my char's pref file. I think the code for dumping prefs may be a bit buggy. It would be a lot more annoying if I used more than one macro (F1 for shooting) and two heymaps (tab for MM and H for detect traps/doors -- I'm used to the old keyset and G is taken :))

I'll have a look into this. Thanks.

I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.

Seems like that change was a good one, then. (The rationale for merging the effects was simply that having a rod of one and a rod of the other meant that neither rod was ever used. If they're now being used, that's cool.)

Pete Mack
March 15, 2008, 18:48
Seems like that change was a good one, then. (The rationale for merging the effects was simply that having a rod of one and a rod of the other meant that neither rod was ever used. If they're now being used, that's cool.)


I'd have been perfectly happy to use just a Rod of Object Detection. I had assumed that the Rod was a replacement for the staffs, which are a pain to keep replacing. Leave that nonsense to Warriors, who are still stuck carrying Detect Evil.

roustk
March 15, 2008, 19:35
I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.

I have to disagree. Treasure simply isn't important enough for me to want to clog the screen with it. I tend to use detect traps and objects, but not treasure or doors/stairs, because I want the important stuff to stand out.

Of course, once I get a rod of Detection I'll use that to (net) free up a slot, but it substantially slows my identification of items to collect (find the '|', '\', '(', and '"' hidden among the eighty '+' and '*'). Only after I have (and use) Detection will I even bother with magic mapping.

The busy screen is very apparent to me now that I'm playing a bigscreen Warrior, but I usually eschewed everything but detect monsters and a rod of detect traps for my 80x24 Mage until Detection (or the palantir) appeared.

Kevin

takkaria
May 17, 2008, 15:49
Nice thus far, the usual complaints, plus this bug: when I reload (I'm playing this on XP ATM but I suspect this might also be true for OSX) a char, my macros and keymaps don't seem to have been saved in my char's pref file. I think the code for dumping prefs may be a bit buggy. It would be a lot more annoying if I used more than one macro (F1 for shooting) and two heymaps (tab for MM and H for detect traps/doors -- I'm used to the old keyset and G is taken :))

I fixed this just now. It was a really obvious problem, too...

Poop Loops
May 17, 2008, 18:13
oh well I guess having seperate character classes is over-rated after all... :confused: lets just have one class that can wield every weapon and cast every spell.... I think the idea of seperating out detecting items from treasure was entirely about flavour, in that mainly the rogue type character should be interested in finding treasure and mainly the pure spell caster type character should be interested in divining the location of objects.

Yes, Rogue characters run around with a rod to detect $40 somewhere in the walls so they can switch to a shovel and spend X amount of turns to dig it up, risking life and limb and passing up items worth 10x as much.