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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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