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Bugs/RFEs: Various Things
Bunch of various things; some arguably bugs, and some arguably not but also don't make sense if you stop to think about them.
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One More Thing
Oh, one more thing about Animate Dead: while regular monsters running away might make sense, it doesn't for undead slaves!
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Bug/RFE: Necromancers and Vecnacrown
If I'm understanding how things work correctly, Vecnacrown can't drop for Necromancers. Ever.
It's a setchance drop from Vecna only, and for Necromancers Vecnahand takes priority in the statement. |
Vecna really needs 100% to drop his head.
That is such a good (apocryphal) story. Direct ancestor of Leeeeroy Jenkkns! |
That's One Tough Sheep
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The Land of Oz
Visited Oz for the first time yesterday.
. . . You're a sick and twisted individual, rodent. |
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Bug: Necromancer Touch Spells and Fear
A necromancer's touch spells don't appear to be consistent with current fear code; as far as I can tell it looks like it (necromancer.c starting at line 14) still presumes old binary fear code (e.g. current V/FA2), where being afraid at all prevents you from doing the thing (melee, or in a Necromancer's case their touch spells which in a lot of ways count as melee) and also prevents you from wasting the turn due to fear getting in the way.
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Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?
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