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Magnate February 7, 2012 17:20

New version of v4
 
So, humbled by the speed with which Derakon implemented his combat changes, here is the "better late than never" update to v4, which addresses most of the issues that they created. It's version b6e5231, available from the usual place.

I say most, because I'm afraid missile combat is still broken. Now that the rest of this stuff is working, it's the top priority, but given how much development has slowed down recently, I thought it would be worth getting this version out rather than holding it all up while fizzix and I argue about spreadsheets.

So, what's changed:

- Slays and brands are now pvals. This is a big change, with lots of little consequences:
- MAX_PVALS is now 15
- only one pval (the highest) is shown after the object's name - 'I'nspect it to see the others (or use the character sheet to check stats)
- slays and brands are significantly less powerful than they were before - typically they add ~50% damage rather than 200%.
- random slays and brands (on ego items and randarts) now stack with repeated applications (+195% is the highest I have seen on randarts during testing)

- Critical hits now add one extra damage die per level of critical, so they are much less powerful than they were before - but they are now uncapped, so you could end up with a lot of extra dice.

- Hafted weapons will no longer get the BLESSED flag (it's pointless in its current form)

- Randart generation should now be a bit quicker

- Enchant weapon scrolls have been renamed, and now add 1d10 points of finesse or prowess if they work (limit 200 instead of 20)

There's quite a lot of change under the hood, but that's the basics in a nutshell. I could have introduced a number of buglets, especially around learning about object flags or monster flags, so please report any anomalies.

There are also likely to be balance issues remaining from the combat changes - but we can work on these properly (for melee) now that slays and criticals are updated. All views appreciated.

I hope we'll fix missile combat any month now.

Derakon February 7, 2012 18:01

For my part, I apologize for dropping off the face of the earth for the past month or so. I can't guarantee that I'll be much more active in the future, but I'll try.
Quote:

I'm afraid missile combat is still broken. Now that the rest of this stuff is working, it's the top priority, but given how much development has slowed down recently, I thought it would be worth getting this version out rather than holding it all up while fizzix and I argue about spreadsheets.
I assume the holdup here is on deciding what the right numbers are, not in porting over missile combat to use the same system as melee, right? Also, did you implement the simple fix to make missile weapons deal more than 1 damage/hit?
Quote:

slays and brands are significantly less powerful than they were before - typically they add ~50% damage rather than 200%.
I assume the "before" referred to here is for the previous version of v4, right after the new combat system was added, right?
Quote:

- Enchant weapon scrolls have been renamed, and now add 1d10 points of finesse or prowess if they work (limit 200 instead of 20)
I'd recommend 2d6 or 3d4 instead, to reduce the odds of getting a terrible enchant. But I'm generally not a big fan of 1dX dice rolls.

I'll have to take a look at the new crit algorithm; I'm curious how it works.

Magnate February 7, 2012 21:22

Quote:

Originally Posted by Derakon (Post 66693)
For my part, I apologize for dropping off the face of the earth for the past month or so. I can't guarantee that I'll be much more active in the future, but I'll try.

No worries, we've all been pretty busy with RL (or WoW, in my case). You haven't missed any momentous development discussions!
Quote:

I assume the holdup here is on deciding what the right numbers are, not in porting over missile combat to use the same system as melee, right?
Correct. I'm convinced that we should use the same system, but I think the calculation of shots and damage need to be a bit different than for melee. For example, prowess should feature in the number of shots calc, which it does not in the calc for melee blows. So we need a new parallel calc_shots fn, though we can possibly re-use the melee calc_multiplier fn, I'm not sure about that. I'm happy to use the same crit fn for the time being - I think it ought to be slightly amended for melee so that fin > prow (because prow crits will be much better because of the bigger dice), so happy to adjust it later.

The main issue is deciding what balance and heft (draw) to give to each launcher, and doing a quick spreadsheet to check for sane numbers.
Quote:

Also, did you implement the simple fix to make missile weapons deal more than 1 damage/hit?
Sorry, no - either I missed it, or just forgot about it. Was it a *10 somewhere?
Quote:

I assume the "before" referred to here is for the previous version of v4, right after the new combat system was added, right?
Yes. Slays got temporarily very powerful at that point, because they were multiplying total damage (after the prowess mult). Now they're actually weaker than they were under the old combat system, but hopefully not too much so. It's very hard to tell, so we'll have to get quite a bit of testing.
Quote:

I'd recommend 2d6 or 3d4 instead, to reduce the odds of getting a terrible enchant. But I'm generally not a big fan of 1dX dice rolls.
That's unfortunately a lot harder than it sounds, because the same fn enchants armour in 1/10th the amounts. If we don't mind enchant armour adding two points of AC each time, it's easy enough to go to 2d5.
Quote:

I'll have to take a look at the new crit algorithm; I'm curious how it works.
It's not very different at all - I kept your chance calc and your while loop (sans cap), and merely added 1dX (where X is o_ptr->ds) for each power level. The main achievement was making the fn deal with AVERAGE and MAXIMISE etc., which is all irrelevant for actual combat.

jevansau February 7, 2012 21:31

Looking forward to trying this out.

Do you expect a Windows build soon?

Regards,
Jonathan

Derakon February 7, 2012 22:10

Quote:

Originally Posted by Magnate (Post 66698)
Sorry, no - either I missed it, or just forgot about it. Was it a *10 somewhere?

I describe the problem in this post. In short, the order of operations is wrong -- you divide by 100 before applying multipliers instead of after, causing damage to be 1 in almost any non-crit situation.

Magnate February 8, 2012 11:27

Quote:

Originally Posted by jevansau (Post 66699)
Looking forward to trying this out.

Do you expect a Windows build soon?

Regards,
Jonathan

Oooh, thanks for the tip-off - one of the buildslaves has fallen out with mingw, so the Windows build failed. We ought to try and programme it to try a different buildslave when that happens. Anyway, I've forced a rebuild which seems to have worked, try this link.

Old Coach February 9, 2012 02:24

Thanks for this work! Since ranged is still broken, trying a warrior. The difficulty level seems about right at the beginning. 1st level dwarven warrior cannot just wade in and go toe to toe at low levels. Warrior has to be somewhat careful, which is good. Died to Fang, who was right below stairs down to DL1 (iron man game)... as it should be. However, by character level 5, warrior seems to smoke anything from lvls 1-5 without effort. Going to try and get a little deeper and stress out the new combat system a bit more.

Thanks again! Game feels great, and with Shockbolt's new graphics, it has a completely different mood.

Magnate February 9, 2012 12:57

Quote:

Originally Posted by Old Coach (Post 66726)
Thanks for this work! Since ranged is still broken, trying a warrior. The difficulty level seems about right at the beginning. 1st level dwarven warrior cannot just wade in and go toe to toe at low levels. Warrior has to be somewhat careful, which is good. Died to Fang, who was right below stairs down to DL1 (iron man game)... as it should be. However, by character level 5, warrior seems to smoke anything from lvls 1-5 without effort. Going to try and get a little deeper and stress out the new combat system a bit more.

Thanks again! Game feels great, and with Shockbolt's new graphics, it has a completely different mood.

Excellent - thanks for the feedback, and glad it feels ok so far. With the changes to melee combat and slays, we're quite a long way from V now, so please don't be surprised if at some point during the game the balance seems to be quite a way off (i.e. you steamroller everything, or you can't kill anything). The item generation will need tweaking to ensure that weapons are appropriately powerful for their depth now. One example that springs to mind is that the slays on HA and Gondolin weapons will now be much weaker, rendering those weapons much less desirable than un-themed random affixes. This will get fixed in the round of tweaks immediately after the archery changes.

(Also, the dice on certain weapons will need changing to be more consistent with the new combat and crit system.)

Old Coach February 9, 2012 18:04

I am getting a graphics problem with this new build.
Scrolls, potions, rings, and other floor items are only showing up as tiny ascII versions of themselves instead of the 64x64 tile.
Also, when starting a new game (or loading a save) I get the error:

Error in lib/pref/graf-shb.prf line 900 col 5: unrecognized s-val

And, no matter what race or class I choose, I always get the generic warrior picture for my @.

Thanks,
Fred

buzzkill February 9, 2012 18:40

Quote:

Originally Posted by Old Coach (Post 66740)
I am getting a graphics problem with this new build.
Scrolls, potions, rings, and other floor items are only showing up as tiny ascII versions of themselves instead of the 64x64 tile.
Also, when starting a new game (or loading a save) I get the error:

Error in lib/pref/graf-shb.prf line 900 col 5: unrecognized s-val

Quick fix...

graf-shb.prf governs the tiles. Once Angband encounters an error in it, it stops processing it. If you comment out the offending line with a #, then things should go back to normal (except for that one item).

Old Coach February 10, 2012 03:25

Thanks. That fixed the issue. I actually had to put the # in front of lines 901 and 902, which are the svals for the scrolls of *Enchant Weapon* and *Enchant Armor*. That fixed all the graphics issues. I am not sure what will happen when those scrolls are generated on the floor. I assume I will just see the ? symbol looking very tiny.
Not sure if this is unique to my version or if it is a bug in the latest build that needs to be fixed.

Thanks again!
Fred

buzzkill February 10, 2012 15:29

Quote:

Originally Posted by Old Coach (Post 66758)
Thanks. That fixed the issue. I actually had to put the # in front of lines 901 and 902, which are the svals for the scrolls of *Enchant Weapon* and *Enchant Armor*.

It would be my guess that the *enchants* were probably removed from the game.

Magnate February 10, 2012 22:51

Ok, just posting some known bugs in this current version, to save people reporting them. They'll be fixed when the archery fixes are released.

1. Inspecting ammo damage shows you loads of slays that neither the launcher nor the ammo have. This is because it's erroneously applying all the melee slays from weapon, rings, etc. Your missile attacks do not actually have these slays.

1b. Inspecting ammo says "It brands your melee attacks with..." or "It causes your melee attacks to slay ..." - this is caused by a single missing parenthesis, which somehow slipped past the compiler.

2. Melee attacks sometimes say "you burn" or "you freeze" when you don't actually have those brands. This is because the monster has HURT_FIRE or HURT_COLD, and it's not checking for the brand. (Ooops.)

3. Rings of the dog have <+0> in their description, when their pval is actually -2. The new pval display code displays only the highest pval (and a short ellipsis if there's more than one) - but it assumes that the highest pval isn't negative. Ooops.

Old Coach February 12, 2012 03:09

Down at DL 20 with a warrior of lvl 20. Combat seems to be pretty well balanced so far, except for a problem with scorpions. With an artifact longsword, (+100, +120) poison brand an a bunch of other flags, gloves of slaying, and 18/10 str and dex, I average 53 damage per swing and 2 swings per round. However, I can only actually damage a yellow scorpion about 1/3 of the times I connect, and the damage is minimal. Took about 100 swings to take out one of these suckers. Is absorption found in the monster.txt file? I could not track it down.

Also, I found this artifact longsword on lvl 10, and it has a TON of flags (+1 to every stat, speed, resistances, light, see invis, free action, a couple slays, and a lot more). How does the RAND_Art generator work? Should I be seeing something this awesome at such a low level?

Also, the sword has "aggravates nearby monsters". I have never used a weapon with this attribute before, but I can't really tell much of a difference with my dwarven warrior of the monster behavior when I am wielding it. How does aggravate actually work?

Thanks!

Derakon February 12, 2012 06:50

IIRC randarts are still buggy because the power calculations are keyed towards the old +to-hit/dam system. So they see e.g. Narthanc with (+40, +60) and think it's Godslayer, generating an equivalently powerful randart in its place.

Absorption is in monster.txt, though it looks like fizzix didn't update the docs at the top of the file. The I: line in each entry has, in order, the following fields: speed, HP, vision range, evasion, absorption, alertness. Giant yellow scorpions have absorption of 15, so you should have been damaging them consistently with 53 average damage/blow.

Aggravation, assuming it hasn't been changed recently, simply means that all monsters are always awake. There's also an aggravation spell, which wakes up everything near you and hastes all monsters in line of sight, but that's different.

Magnate February 12, 2012 09:45

Quote:

Originally Posted by Derakon (Post 66821)
IIRC randarts are still buggy because the power calculations are keyed towards the old +to-hit/dam system. So they see e.g. Narthanc with (+40, +60) and think it's Godslayer, generating an equivalently powerful randart in its place.

That's fixed in the version Old Coach is playing (the one announced in this thread). The randart generator is arthritic, but it now copes with all of fin/prow, pval slays and multiple pvals. Coach's randart is quite tame for one that has aggravate.
Quote:

Absorption is in monster.txt, though it looks like fizzix didn't update the docs at the top of the file. The I: line in each entry has, in order, the following fields: speed, HP, vision range, evasion, absorption, alertness. Giant yellow scorpions have absorption of 15, so you should have been damaging them consistently with 53 average damage/blow.
Not without critical hits he won't have been. The 53 includes crits, and I think non-critical base damage is quite a lot lower. I am thinking that crits might need to be capped after all.

Magnate February 12, 2012 17:53

Quote:

Originally Posted by Magnate (Post 66788)
Ok, just posting some known bugs in this current version, to save people reporting them. They'll be fixed when the archery fixes are released.

1. Inspecting ammo damage shows you loads of slays that neither the launcher nor the ammo have. This is because it's erroneously applying all the melee slays from weapon, rings, etc. Your missile attacks do not actually have these slays.

1b. Inspecting ammo says "It brands your melee attacks with..." or "It causes your melee attacks to slay ..." - this is caused by a single missing parenthesis, which somehow slipped past the compiler.

2. Melee attacks sometimes say "you burn" or "you freeze" when you don't actually have those brands. This is because the monster has HURT_FIRE or HURT_COLD, and it's not checking for the brand. (Ooops.)

3. Rings of the dog have <+0> in their description, when their pval is actually -2. The new pval display code displays only the highest pval (and a short ellipsis if there's more than one) - but it assumes that the highest pval isn't negative. Ooops.

1b, 2 and 3 are all fixed in 9feb8de, which will be available from the buildbots soon. #1 is actually very tricky, because of the way that slay pvals either affect archery (launchers and ammo) or melee (everything else). Still working out how to fix this, and it's tied up with the overall archery fixes - whether archery is going to use any different mechanics etc. Sorry for the ongoing delay.

PowerWyrm February 13, 2012 13:31

Quote:

Originally Posted by Old Coach (Post 66816)
Also, I found this artifact longsword on lvl 10, and it has a TON of flags (+1 to every stat, speed, resistances, light, see invis, free action, a couple slays, and a lot more). How does the RAND_Art generator work? Should I be seeing something this awesome at such a low level?

Also, the sword has "aggravates nearby monsters". I have never used a weapon with this attribute before, but I can't really tell much of a difference with my dwarven warrior of the monster behavior when I am wielding it. How does aggravate actually work?

Thanks!

The response is in your second part. Sometimes the randart generator generates a really powerful randart, and adds aggravation to balance it. If it was an artifact long sword, then it was probably based on Ringil's template, which already has a high power.

Derakon February 13, 2012 16:10

Quote:

Originally Posted by PowerWyrm (Post 66847)
If it was an artifact long sword, then it was probably based on Ringil's template, which already has a high power.

Base types for randarts have nothing to do with the standarts they were built from (with the exception of jewelry, I think). You can find Bladeturner in bow form or Ringil as a pair of boots.

Magnate February 13, 2012 22:34

Quote:

Originally Posted by Derakon (Post 66850)
Base types for randarts have nothing to do with the standarts they were built from (with the exception of jewelry, I think). You can find Bladeturner in bow form or Ringil as a pair of boots.

... and in modern versions (3.2.0 onwards IIRC) inspecting a randart will tell you what it's based on.

Old Coach February 14, 2012 04:10

Quote:

Originally Posted by Magnate (Post 66823)
That's fixed in the version Old Coach is playing (the one announced in this thread). The randart generator is arthritic, but it now copes with all of fin/prow, pval slays and multiple pvals. Coach's randart is quite tame for one that has aggravate.Not without critical hits he won't have been. The 53 includes crits, and I think non-critical base damage is quite a lot lower. I am thinking that crits might need to be capped after all.

Aside from some minor tweaking with the crit system, I think that it is balance fairly well. My CL 26 warrior just spent a good amount of time bashing a Mithril Golem at DL 26. It was hard to do damage without a crit. Took lots of swings, but it felt about right. I imagine that a mage would just have to walk away from this battle. Much better flavor wise than before when you could just grind up a golem with your whip or bow and arrow.

Speaking of crits, IMHO crits should be more spectacular and less frequent than they are now. Angband is such a long game that you are swinging tens of thousands of times. Crit hits are pretty normal for high level fighter types.

If you put in a cap for crits, would it be possible to leave it off for the warrior? Maybe it is my DND background coming through, but I always thought that the Warrior class should be afforded a higher level crit than other classes when in melee. I am not sure how hard it would be to code. I guess that the ranger should get the *SUPERB* crit for ranged attacks and the rogue could get *SUPERB* for thrown. Where have I played a game like that before? Ahhh. Wizardry 7 and 8.

Anyway, I think the absorption armor is balance pretty good for warriors up through lvl 26.

jevansau February 14, 2012 05:45

Running the latest version there seems to be something wrong with brands/slays.
I'm not sure if it is just a display problem or not, but using:
Sapphire Great Hammer of Slay Evil (8d1) (+48,+46) <+50..>
+1 strength, tunneling.
Slays animals (x1.48), evil creatures (x1.50).
Branded with frost (x1.48).
Provides protection from blindness.
Can be destroyed by acid, fire.

Combat info:
Receives 10% of your finesse score, 90% of your prowess score.
1.2 blows/round.
2.4x damage multiplier.
Average damage/round: 25.2 vs. normal creatures, 35.4 vs.
creatures made of stone, 40.5 vs. animals, 40.7 vs. evil
creatures, 40.5 vs. creatures not resistant to cold.

I get messages like:
You hit Ufthak of Cirith Ungol
You hit the Hill orc
You hit the green worm mass
You hit the Cave spider
You hit the Zombified human
You freeze the Rock lizard
You freeze the Black mamba
You hit the Giant white mouse
You freeze the Large grey snake
You hit the fruit bat
You hit the Cold hound.

Not absolutely sure, but it looked like freeze was the only applied brand and the slays were never applied.

Still, otherwise it actually seems fairly balanced. Looking forward to the new archery.

Regards,
Jonathan

Mikko Lehtinen February 14, 2012 10:52

Quote:

Originally Posted by Old Coach (Post 66855)
Maybe it is my DND background coming through, but I always thought that the Warrior class should be afforded a higher level crit than other classes when in melee. I am not sure how hard it would be to code. I guess that the ranger should get the *SUPERB* crit for ranged attacks and the rogue could get *SUPERB* for thrown. Where have I played a game like that before? Ahhh. Wizardry 7 and 8.

Ey and Fay work exactly like this. Warrior, Rogue, and Ranger get their critical value for melee/thrown/archery multiplied by two. They are the only classes that can get superb criticals.

We also have Felpurrs and Rattikins, straight from Wizardry, I think. :)

Derakon February 14, 2012 16:20

I generally prefer to have the game not have special class-based rules in it. If you want warriors to have better crits than other classes, then that should be an outgrowth of the way the crit code works and the way stat and skill growth works for warriors vs. other classes.

How often is your level-26 warrior seeing crits?

Prismatic February 14, 2012 17:03

Quote:

Originally Posted by Derakon (Post 66862)
I generally prefer to have the game not have special class-based rules in it. If you want warriors to have better crits than other classes, then that should be an outgrowth of the way the crit code works and the way stat and skill growth works for warriors vs. other classes.

How often is your level-26 warrior seeing crits?

The game already has special class-based rules (who can use what spells), so I don't personally have an issue with warriors getting perks for fighting.

I am curious as to the rate of criticals though, I haven't played v4 much and not at all since finesse/power were added.

Old Coach February 14, 2012 19:40

A few issues in my build that I noticed:
whips have a finesse modifier of 70 and prowess of 10. Should it be 90 and 10? all the other weapons add to 100.

Maul has finess of 80 and prowess of 20. Should this be the other way around?

I found a randart, beaked axe of Finglion. It shows:

"Receives -1% of your finesse score, -1% or your prowess score.
0.9 blow/round
0.9x damage multiplier."
Average damage 6.2 per swing.
This item has no obvious curses. I tried to wield it to see what would happen against a stone troll.

I can kill a troll, but it takes a while. Also, after I swing the first time, if I continue to try to swing without taking any other actions, the game does not progress. I don't swing, the monsters don't take their turns, nothing happens. In short, when I push the arrow to direct my @ into the T, nothing happens at all. I have to back up or perform another action in order to take another swing, and for the monsters to get their turns. This is the first time I have seen this bug, and have looked at a LOT of weapons.

I'll look at my crit numbers soon.

Derakon February 14, 2012 20:49

Quote:

Originally Posted by Old Coach (Post 66867)
A few issues in my build that I noticed:
whips have a finesse modifier of 70 and prowess of 10. Should it be 90 and 10? all the other weapons add to 100.

Intentional on my part, though others may disagree with my reasoning. Whips suck as weapons for killing people.

Quote:

Maul has finess of 80 and prowess of 20. Should this be the other way around?
That, however, is a bug. Good catch.

Quote:

I found a randart, beaked axe of Finglion. It shows:

"Receives -1% of your finesse score, -1% or your prowess score.
0.9 blow/round
0.9x damage multiplier."
No idea what's going on here. Sounds like the artifact didn't properly inherit balance and heft from the Beaked Axe base type. The bugginess you saw regarding being unable to take a blow probably has to do with breaking the assumption that it doesn't take more than 100 energy to take 1 blow; normally this should never happen.

Magnate February 14, 2012 22:30

Quote:

Originally Posted by Derakon (Post 66868)
Intentional on my part, though others may disagree with my reasoning. Whips suck as weapons for killing people.

That, however, is a bug. Good catch.

No idea what's going on here. Sounds like the artifact didn't properly inherit balance and heft from the Beaked Axe base type. The bugginess you saw regarding being unable to take a blow probably has to do with breaking the assumption that it doesn't take more than 100 energy to take 1 blow; normally this should never happen.

This is a very interesting bug - Coach, do you have a savefile with that randart? Better still, do you have the randart.log file?

@jevansau: yes, there may well be a bug in improve_attack_modifier(), the function that picks which brand or slay to apply. Again, if you can post a savefile with that weapon, we can try to debug it.

Thanks for the feedback folks. I don't have a problem with warriors having more or better crits than other classes (and ditto rangers for archery crits), but like Derakon would prefer this as a natural consequence of the system rather than hard-coded limits for other classes. There's still plenty of room to play around with the mechanics to achieve this.

jevansau February 15, 2012 02:48

1 Attachment(s)
It doesn't seem to be just that weapon - that one was applying the brand some of the time - others don't seem to apply Bands or slays at all.

I've attached the savefile - the original weapon referred to is sitting at home.

Regards,
Jonathan

Old Coach February 15, 2012 18:30

I found a RANDart that is a morning star with base damage 3d6. Is there a flag (or rune) that gives the weapon the additional die of damage or is it based off of an artifact? They are usually 2d6.

With CL 28 warrior I am getting crit hits about 40% of the time. Most of them are good, with a logical decrease in frequency down to the fairly rare "*SUPERB*". 40% is still a little too frequent for my liking, since I assume this value will only increase as my prowess and finesse increase with level and better equipment.

I have a ring of Fire that brands weapons. It appears to be working with my weapon. Do ring brands stack their power with the weapon's brand? I have yet to find a firebrand weapon (since picking up the ring) to test this.

Trying out the new shockbolt graphics. whenever a double height monster is on the screen, it's top half gets carried over whenever the screen shifts. Is this a common problem or an artifact of my system.

Thanks, as always!

Derakon February 15, 2012 18:46

Randarts can get bonus dice sometimes, same as some normal artifacts get bonus dice (c.f. Aeglos).

Would you mind posting a character dump? I'd like to take a look to see if I can figure out what's up with the crit frequency.

Old Coach February 15, 2012 22:14

how do i post a character dump?

ghengiz February 15, 2012 22:57

Quote:

Originally Posted by Old Coach (Post 66883)
how do i post a character dump?

click on the Ladder link above, it's the 4th from left, or click on

http://angband.oook.cz/ladder.php

then go down the page, in the section "submit your character!" and fill the form

Derakon February 15, 2012 23:04

You can also post the dump here. Just type "[ code ]" before the dump starts and "[ /code ]" afterwards, removing the spaces -- that forces the content to be in a monospaced font, which makes dumps much easier to read.

Old Coach February 17, 2012 00:03

Do I just dump the save file?

Magnate February 17, 2012 00:23

Quote:

Originally Posted by Old Coach (Post 66905)
Do I just dump the save file?

No - load it up, press C and then f and save the dump to a file. Then post that file here - in this thread or, better, on the ladder.

No, slays and brands from different items don't yet stack. Multiple affixes granting the same slay or brand on the same item do stack. So your ring's brand will be used unless weapon has a higher pval for fire brand.

@jevansau: thanks for the save - I'll take a look.

jevansau February 20, 2012 21:01

I continue to find most brands/slays don't work. Latest is a Westernesse with a light radius. The only thing I ever get apart from just hit is Dazzle.

Or other people seeing this?

Regards,
Jonathan


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