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Old July 8, 2018, 23:04   #231
Nick
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Quote:
Originally Posted by spara View Post
I read a Scroll of Summon Monster and it summoned two uniques. It should not do that, right?
It's not impossible - there was a recently fixed bug where it always summoned uniques, though, which it shouldn't.
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Old July 8, 2018, 23:09   #232
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Ok. Maybe @ was just (un)lucky .
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Old July 9, 2018, 09:12   #233
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Quote:
Originally Posted by Nick View Post
It's not impossible - there was a recently fixed bug where it always summoned uniques, though, which it shouldn't.
The fix you applied is only for traps
Still occuring with scrolls
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Old July 9, 2018, 11:47   #234
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Looking at items in shops gives you a description of what items do, even if you haven't identified that flavour yet.

Pretty reasonable so far, but:
Home storage is implemented as a type of shop...

So you can figure out flavours for free just by dropping them off for a minute.

(Found it in the feature branch, but just checked against the latest 4.1.x nightly. I have never before had to clear so much of level 1 to find some un-ided junk)
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Old July 9, 2018, 13:43   #235
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Quote:
Originally Posted by PowerWyrm View Post
The fix you applied is only for traps
Still occuring with scrolls
...and staffs. Bollocks.
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Old July 9, 2018, 15:12   #236
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Funny how a change of graphics just feels wrong. I've been playing with Gervais tiles as long as I remember. Which is at least from the end of the '90s. And now the rubble tile has changed as a result to distinguish passable rubble I suppose. It's a good thing one can edit the tile map to ones liking. Just coloring the impassable rubble to brown would suffice nicely:

Name:  rubble.png
Views: 80
Size:  3.9 KB

Anyone else find the new tile out of place?
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Old July 9, 2018, 15:53   #237
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Quote:
Originally Posted by spara View Post
Funny how a change of graphics just feels wrong. I've been playing with Gervais tiles as long as I remember. Which is at least from the end of the '90s. And now the rubble tile has changed as a result to distinguish passable rubble I suppose. It's a good thing one can edit the tile map to ones liking. Just coloring the impassable rubble to brown would suffice nicely:

Attachment 1651

Anyone else find the new tile out of place?
Of course. Everyone knows that rubble should look like :

I've never played Angband using anything other than ASCII, so any tileset looks wrong to me.
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Old July 9, 2018, 16:35   #238
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Of course. Everyone knows that rubble should look like :

I've never played Angband using anything other than ASCII, so any tileset looks wrong to me.
It's the first impression that sticks. I started playing Moria on Amiga 500 back in the day and that version had tiles. Later on progression to Angband and Gervais-tiles was very natural. I tried playing with ASCII at some point and it just didn't work for me,. For me it has to be Gervais tiles, and now someone has broken my rubble .
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Old July 9, 2018, 22:55   #239
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Quote:
Originally Posted by spara View Post
It's the first impression that sticks. I started playing Moria on Amiga 500 back in the day and that version had tiles. Later on progression to Angband and Gervais-tiles was very natural. I tried playing with ASCII at some point and it just didn't work for me,. For me it has to be Gervais tiles, and now someone has broken my rubble .
Don't you like the fact that this one actually changes with light level?
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Old July 10, 2018, 11:22   #240
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Don't you like the fact that this one actually changes with light level?
That's cool of course, but the actual graphic is quite out of place with Gervais tiles. The background makes the tile look like a something like a marble tile that has stuff on it, because there's some sort of emboss as a frame. Also the actual graphic is somehow more cartoony than the other set. My daughter watched me play and spontaneously asked if that's a potato .

This is really just nitpicking. I just wanted wanted to voice this out as an old school tile player, since most of you seem to prefer ASCII.

Edit: And to anyone who's wondering what's this all about, here's the old and the new tile in action:
Click image for larger version

Name:	old_tile.png
Views:	5
Size:	6.6 KB
ID:	1652
Click image for larger version

Name:	new_tile.png
Views:	5
Size:	7.2 KB
ID:	1653

Edit2: And here's what the old one looks like with proper backgrounds:
Name:  old_wtih_bg.png
Views: 50
Size:  12.8 KB

I think it works better, but I'm kind of biased with this for solely playing with this tile set for so long.

Last edited by spara; July 10, 2018 at 11:45.
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