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Old October 13, 2011, 18:50   #101
LostTemplar
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In 1.1.6 it gives 55%, and 65% with apropriate specialty, and they are shown in 'C' screen. 1.2.x works differently.
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Old October 14, 2011, 02:38   #102
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Quote:
Originally Posted by buzzkill View Post
V1.24 Temporary resists aren't reflected on the character screen. I don't know if they ever were or not. The problem is, even with my experience with FA, I don't know what a temporary resist is worth, I'm assuming 50% but spell and potion descriptions don't give a clue. This is the first time I've had to rely so heavily on temporary resists, which is why it happened to come to my attention.
Thanks for the report - I'll have to get that straightened out.

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edit... also, just had a master rogue create traps around me, including the tile I was standing on which contained two traps. I've never seen two traps on the same tile before. Looking at it reveals only the top trap. Attempting to disarm prompted for "disarm which trap". I was able to disarm them both.
Yes, this is a consequence of the new 'trap layer' (where traps are not terrain any more). I think I like it
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Old October 14, 2011, 22:03   #103
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Another consequence (feature?) of the trap layer is that vaults don't seem to have their usual traps.
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Old October 15, 2011, 00:13   #104
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Another consequence (feature?) of the trap layer is that vaults don't seem to have their usual traps.
Not a feature

Thanks, that's another thing to check.
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Old October 15, 2011, 01:15   #105
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While were on topic, may I suggest a whole other tier of traps specifically for vaults. Suoercharged traps. Normal traps are mostly harmless. The sheer quantity makes then an annoyance more than a danger in a vault setting. Disarming is pretty much a joke too, way too easy.
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Old October 15, 2011, 01:31   #106
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While were on topic, may I suggest a whole other tier of traps specifically for vaults. Supercharged traps. Normal traps are mostly harmless. The sheer quantity makes then an annoyance more than a danger in a vault setting. Disarming is pretty much a joke too, way too easy.
Traps are a good example of a problem that arises with trying to get game balance right. The difference between stupidly easy and stupidly hard is very small. Add to that that the issue of getting it right across all race/class combinations and levels...

That said, I like the idea of traps in vaults being nastier. Since trap properties are level-related, this is actually really easy to do.
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Old October 15, 2011, 01:44   #107
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Traps are a good example of a problem that arises with trying to get game balance right. The difference between stupidly easy and stupidly hard is very small. Add to that that the issue of getting it right across all race/class combinations and levels....
They should be both, stupidly easy and stupidly hard. Tie disarming to class level (and of course class itself, and to a lesser extent DEX, and add a pinch of RNG). There's a start.

Paladins, Priests, Mages should have an very hard time manually disarming a level appropriate trap (even if they are pretty good at it). Though they might be able to hold their own versus easier traps. Their priority would be to avoid or use magical disarming in a vault type setting where avoidance isn't feasible.

Stealthy classes with average skill should have little problem with level appropriate traps, disarm below level traps blindfolded, and even have a plausible shot at figuring out how to disable a trap the likes of which they have never seen before.

Here's a long shot of an idea: If traps become too dangerous (ahem) resting adjacent to a trap would effectively result in studying the trap and increasing the probability of disarming it, or at least not having it blow up in your face. I suppose the pratical application of such a mechanic would result in resting adjacent to reducing the native level of the trap.
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Old October 15, 2011, 23:32   #108
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Preliminary testing shows that temporary resists do show on the 'C' screen (and they are 55%), but there seems to be a delay in displaying them, and in removing them.
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Old October 23, 2011, 07:07   #109
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FAangband 1.2.7

1.2.7 is now here. It fixes all known bugs, including
  • Various trap bugs
  • Crashes due to bad race probability calculations
  • Timed resists not showing on 'C' screen
  • Some lighting issues

Also three obsolete display options are gone, and buzzkill's world map is in the OS X version.
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Old October 26, 2011, 03:13   #110
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1.2.7 is now here.

Also three obsolete display options are gone, and buzzkill's world map is in the OS X version.
Hmmm - looks like the Mac OS X version (link: http://angband.oook.cz/faangband/FAa...-1.2.7-osx.dmg) is broken.

I'll be happy to see buzz kill's map in that :-)
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