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#572 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 49
Posts: 342
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monster-recall information
I believe the color code in the monster-recall window is currently this:
red = no protection / resistance yellow = resistance present green = immune or resistance in case of non-basic elements like nether I am rather sure to have lost characters from single attacks against elements which were shown in green value (because the damage delivered with resistance still was more than the chars maximum HPs were). So better use this: red = character can be killed with a single attack of that attack form yellow = character cannot be killed with one attack, but could take more than 20% of his CURRENT HPs green = character can only be damaged for less than 20% of his CURRENT HPs |
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#573 | |
Prophet
Join Date: Dec 2009
Posts: 8,204
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Quote:
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#574 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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derp derp [deleted]
Last edited by Sky; April 21, 2017 at 18:16. |
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#575 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 49
Posts: 342
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level feelings
I play 4.0.4 with option 'loosing artefacts when leaving level' on. There were a few levels i left without having the $ (artefact) level feeling noticed. So i think if that option is turned on and there is an artefact on the level, then the player should be noticed upon level entry. Else he can miss it completely without even knowing it was there.
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#576 | |
Prophet
Join Date: Dec 2009
Posts: 8,204
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#577 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 49
Posts: 342
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re: level feeling
Your statement is not fully true Derakon. It is only true for artefacts. The level feelings for treasures on level 1-9 would still NOT instantly show up.
And i would disagree to you, if you use the option to loose artefacts leaving a level i would consider it better to know if one is on the level at once. |
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#578 | |
Prophet
Join Date: Dec 2009
Posts: 8,204
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#579 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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Right. It used to be you'd get 'looks like any other level' if you spent too little time on a given level--meaning there's no way to know if there's an artifact on the level. Now you don't get a level feeling until you've spent enough time on the level. If you miss an artifact, well, that's the risk of using the birth option.
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#580 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,960
Donated: $60
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Latest build on the nightlies page now has a new monster pathfinding algorithm. This is going to change monster behaviour - mostly for the better, I hope, but it will be a bit unpredictable.
Please let me know about the gameplay effect of these changes, positive or negative. I am expecting to have to make further amendments to pathfinding; I am thinking of the current situation as a base to build on. My current plan is to do a little bugfixing now, and then get on to the monster list revamp, which is the last remaining major pre-4.1 task.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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