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#141 |
Scout
Join Date: Dec 2008
Posts: 29
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ah, you are correct. I was confused when seeing them scattered around after detect doors/stairs. Also I was confused since they are dark green rather than the typical light green of the detection border.
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#142 |
Adept
Join Date: Jun 2009
Posts: 177
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Playing current nightlies, can't save my keymaps, they don't get read in to the next game, like squelch settings. Also can't bind a key to rest until healed. All "R\r" does is bring up the rest prompt with "\r" Pressing backspace at shops puts "A" into the output instead of what it's supposed to do. Can't bind a keymap to save my keymaps and exit back to game. Otherwise liking the changes. The cave maps are really harrowing for diving characters. There's something subtly safe about being in a lighted room, cave maps totally kill that. I guess a lot of survival techniques rely on single-tile corridors. I end up running out of ?PD a lot more. The early game feels a lot more difficult.
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#143 | ||
Swordsman
Join Date: Jun 2010
Posts: 324
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Quote:
Quote:
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#144 |
Adept
Join Date: Jun 2009
Posts: 177
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I'm not complaining about the cave maps, mind you. I like that the early game is more difficult, I used be on autopilot until around dlev 15 or so. Felt like a grind. I bought ?PD, but I never needed them. Going down actually feels dangerous now. Me likey! Thanks for the tip on the keymaps!
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#145 |
Angband Devteam member
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It is - takkaria has done a ton of work on input refactoring, and there's more to come.
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#146 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Quote:
As you descend, you get to the rooms (standard) dungeon. Labyrinths come deep. I'd also get rid of the automatic permalighting/mappins on labyrinths altogether. These have high monster density but terrain is easy to manage. Why? just because it feels right to have the caverns exist in the early game where you are fighting a lot of animals and cave dwelling monsters (orcs/trolls). |
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#147 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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Discovering that time hounds are now disguised as clear hounds is a shock.
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#148 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Tiles or ASCII?
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#149 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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ASCII, Mac nightly 15 March.
They were actually 'gravity grey'. But what is *very* strange is that my monster knowledge shows them as traditional 'blink dog blue'. It wasn't an out-of-infravision time vortex, because I haven't met one yet. Perhaps I was hallucinating (that's me, not my character). Best to ignore this 'report' until I meet more of them. |
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#150 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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