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Old April 19, 2017, 23:58   #571
Sky
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Quote:
Originally Posted by Nick View Post
If you're using windows, I think it's probably this one.
unfortunately, i have found out that this build also has the same bug.
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Old April 20, 2017, 16:25   #572
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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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Old April 20, 2017, 16:59   #573
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Quote:
Originally Posted by Tibarius View Post
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
This discussion would probably be suited to a new thread, since it's a feature request rather than an issue with the nightly build. There are details such as what to do about monster memory, whether damage should even be as high as it is, etc. that would need to be addressed. I encourage you to make a new thread for that purpose.
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Old April 21, 2017, 11:07   #574
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derp derp [deleted]

Last edited by Sky; April 21, 2017 at 18:16.
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Old April 21, 2017, 14:12   #575
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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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Old April 21, 2017, 15:26   #576
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Originally Posted by Tibarius View Post
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.
If you leave the level before giving it enough time to generate the treasure level feeling, then that's just a risk you're taking. The entire point of delaying the treasure feeling is to keep players from bouncing between two levels until they get a good level feeling (level scumming); giving them an instant $ feeling would undo that fix.
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Old April 21, 2017, 17:17   #577
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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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Old April 21, 2017, 17:43   #578
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Quote:
Originally Posted by Tibarius View Post
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.
So what's to stop me from bouncing from level to level until I get a $ feeling? That sounds like exactly the kind of behavior the delayed level feeling is meant to stop.
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Old April 21, 2017, 18:07   #579
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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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Old April 22, 2017, 04:08   #580
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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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