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Lantern of Shadows should have -4 to light, which overpowers the light. I'll have to check what they're doing.
EDIT: OK, so everyone's right. Lantern of Shadows can do two things:
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Makes sense you could dump oil out of the lamp. |
@ just drank an unid Potion of Surprise, and the same thing happened. Remaining potion on the floor is identified as Potion of Surprise, but when examined all the information known is the name and that "It can be drunk". That condition persists until @ leaves the floor, at which point the item knowledge is populated.
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New builds are now up on the nightlies page and angband.live (source is here). Changes are:
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Thank you, Nick.
Going melee against Morgoth is tolerable again. |
Two totally minor things. Gervais set is missing the tile for the Bear-Beorn and the tile for the Apple is a red circle.
From the current tileset 0x93:0xAF seems to be an unused and a bit special bear and could be used for Bear-Beorn. A tile for the Apple could be added from the Tangar tileset. |
Would be nice if player_best_digger() accounted for the object's weight and STR modifier, so it could identify the best digging implement in all cases and not just when it had a direct tunnelling modifier.
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Still seeing two issues with the latest nightly. Every so often, i get double moves from hitting movement keys with my keypad. I don't see this with other keypresses on regular keyboard.
Crash while fighting monsters. First it was fighting 'U's and now 'A's. Really tough to get a savefile, but a crash log is at https://www.dropbox.com/s/100vtmkk0v...shlog.txt?dl=0 I'll replay the level tomorrow and try get a save file before the crash if possible. |
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Fix also includes an option to sort the monster list by experience gained, courtesy of Cuboideb :) |
One more issue on tiles. Both Shockbolt and Gervais render the passable rubble with black background instead of floor tile. I vaguely remember some discussion on this at the time passable rubble was introduces and even more vaguely some reasoning for it, but can't really remember the verdict.
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Next bug, seeing Archliches getting stuck in the wall. Not moving towards @ even though he's one block away.
Save file at: https://www.dropbox.com/s/ge69sdt70kq7gcm/mrfy?dl=0 randart.txt at https://www.dropbox.com/s/v3fnj44xvn...02d87.txt?dl=0 Dig south, and he is able to move and attack. |
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Fatal crash on angband.live.
Happened on some new no-teleport level. I shot Nexus Q (it never saw me with 100% certainty) with Bard bow from hockey stick range, game crashed and the save file does not open anymore. The one game I finally find Ringil.. |
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I'm going to have to disable those levels again, I think, and wait until I'm sure they're fixed. |
@Nick
I have no idea how to get a savefile from angband.live. Attempting to start the game just throws me back to the main page. |
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New builds now up on the nightlies page and angband.live (source is here) include the following changes since the last list:
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Is the priest smite evil prayer supposed to apply to shooting ammo? The "info" screen when the prayer is active shows the boost to vs. evil damage for ammo, but shooting it does not give the stated "info" damage vs. evil.
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New builds up on the nightlies page and angband.live (source) with these changes:
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# closed door Attachment 1837 -> Attachment 1838 Also the town doors don't match the buildings, but there's not much to be done there. Unless the town buildings could be mapped to use special tiles. In this case the wall tile from the light version could be used or if you switch the town doors to the new gray versions, then the wall tile from there could be used. Might work better in the dark theme. |
I thought town doors were already different
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One of the changes, I guess a couple nightlies ago, was to the operation of "r"eading scrolls. Possibly there was an unintended consequence, or perhaps it was intended. When reading a stack of Enchant scrolls, one used to be able to "repeat" the read command and choose another item. Now, "repeat" instantly applies to the same item as chosen before. After playing a bit to give the change a chance, I've got to say, I think this consequence of not getting to choose a new item is less than desirable.
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I support the "repeat as much as possible" approach.
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Ok. I guess it will just take awhile longer to retrain my muscle memory.
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About the shop doors, the grey version is definitely better. What I meant was that if it was possible to configure the shops to use some other tile than permanent wall tile, the shops could be made to match the tiles available. Easier to see again from images: Grey door tile: Attachment 1839 Grey door tile with matching wall tile: Attachment 1840 Edit: Then again, maybe it's just easier to use new gray permanent wall tile in the dark set: Code:
# permanent wall |
The Iron Shots still cost 3 gold. Is that intentional?
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There's this new thing (I think) where you sort enemies by XP. What, then, is the default sort?
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Recharging wands/staves in a shop is a bit confusing and not very obvious. Is there a way of seeing which wands/staves will be recharged before giving them to the shop? The in-game help currently only hints that "Some wands and staves will also be recharged". Why not all btw?
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Is it worth the shop's time and resources to recharge a wand such as heal monster, haste monster, or clone monster? I think the wands with negative attributes are the ones that don't get recharged.
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I see. And it's still not that obvious. My beginning character tried to recharge a staff of cure light wounds. Nothing negative in that staff, but maybe the shop does not sell that kind of staves or something.
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@ found the Cloak of "Colluin" and activated it and got 5 temporary resists activated and at the same time learned the runes for fire, cold, electricity and acid, since the cloak has the runes also. But not the poison rune even though the cloak has the resist poison rune.
Another thing. I have a vague memory that this has been brought up before, but anyway, I find it a bit glitchy that @ immediately recognizes the Ring of Teleportation as Ring of Teleportation even though the teleportation curse has not been learned yet. |
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What if racial flags were grouped with status effects rather than equipment flags? This would (mostly) make these racial effects more impactful into the mid and late game, as racial resist light, dark, and poison would stack with the equipment you often obtain mid-game. Some things still can't stack, like sustains and prot_blind. And there are choices to make about whether some things like hold life or regen should stack. But I think it would make the racial choice more interesting and definitely more impactful.
This may not make the imminent 4.2.1, but what do you think? |
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New builds are now up on the nightlies page and angband.live (source) with these changes:
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Are you meant to be unable to throw the weapon you are wielding?
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I still don't get the recharging at shops mechanic. I just gave a Wand of Frost Bolts and a Wand of Stun Monster to the Magic Shop in hopes that they get recharged. Instead they are now in sale with 0 charges for 800 and 500. How do I, as a player, know which wands and staves get recharged? Could the message when giving to the shop them give some hint or something? Or maybe even have the description say "Can/Can't be recharged at Magic Shop" or something.
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This is not the most user-friendly, but if you look in store.txt you will know what they carry/recharge.
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If I were you I'd demand your money back :D But, yeah, it is confusing and should be improved when possible.
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This kind of goes to the Selling option as well.
The problem is that the "recharge" mechanic is a side effect, vs a first class concept. The shop isn't recharging the item, it's simply replenishing it's stock and HAPPENS to recharge the item. If it were a first class idea, then we'd have a "Recharge" option along with Selling, and Giving. The selling thing, if the game is not "buying" stuff, then it should simply "refuse" to let you sell things for 0 gold. You can always "give" stuff to the shop, it's just Sell option would remain, but offer a message like "Sorry, I'm not buying things right now." I don't see the addition of a first class recharge option any time soon. And I don't see "shop rechargability" being a first class property that can be I)npected on an item either. Right now it's just notes on a sticky for an item taht won't be recharged. My guideline, if I don't see it in the shop when I first arrive, i assume they won't recharge it. |
True that. However the only thing missing is in-game information. No need for actual recharging feature or like. Just in-game information what the shop is able to sell/recharge. There already is a confirmation prompt when giving the item. Maybe the information could be added there. "Give the item for recharging?" or something when it's going to get recharged.
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Or when you 'i'nspect the item...
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Is it me or the number of chests you find in a game is quite low? It's like you find one every 100 levels or so...
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New players without any previous knowledge would probably give a couple of potions or weapons to the shop, figure out they get 0 gold back, and forget about selling. |
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How many are you supposed to find?
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So it seems that someone (*hm*) made chests rarer and more valuable before 4.1; looks like the "rarer" might have been overdone. I'll have a think about that.
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