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Old March 28, 2020, 22:54   #171
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Quote:
Originally Posted by DavidMedley View Post
What about dropping normal elves a couple points of INT and raising a couple points of WIS?
Races all got left the same in 4.2, essentially because I'd done a massive shakeup of classes and monsters, and races as well would have been a bridge too far.

For my personal take on races, see here.
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Old March 28, 2020, 23:12   #172
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Yeah, that makes sense for sure.
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Old March 30, 2020, 00:17   #173
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Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.
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Old March 30, 2020, 11:53   #174
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Where are we with thrown weapons? I see that the thrown damage is shown upon inspection, but it seems really low compared to shooting.
I think thrown weapons have potential, but I find myself never using them.

If I have a good throwing weapon I am unwilling to throw it at a dangerous unique for fear that I have to run away and leave it on the ground. And, for non-dangerous monsters, why using my throwing spear when I can kill them easily even without it...

Maybe it is just my hoarding instinct kicking in though.
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Old March 30, 2020, 12:28   #175
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Throwing for rogues at least should be competitive. The thing I really ought to do is allow thrown weapons in the quiver, but I haven't got to that yet.
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Old March 30, 2020, 12:43   #176
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Possibly allow them to gen in stacks too? 1 throwing hammer of lightning isn't that useful.
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Old March 30, 2020, 16:37   #177
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Possibly allow them to gen in stacks too? 1 throwing hammer of lightning isn't that useful.
That would sound good to me. The possible objection is "realism", though.

We all know that Angband characters can browse a book while holding a bow, a greatsword, a shield and a lantern. And that they can carry an insane amount of gear and potions in their inventory. So at this point having a reserve of 10 throwing hammers and throwing them at monsters one per turn like a machine gun doesn't sound like a stretch.
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Old April 1, 2020, 09:58   #178
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New builds are up on the nightlies page and angband.live (source is here) with the following changes:
  • Digestion rate fixed (thanks PowerWyrm)
  • New data file chest_trap.txt and overhaul of chest traps (thanks to a comment by tangar)
  • Removal of obsolete treatment of gold graphics (thanks moosferatu)
  • Massive effort of plugging memory leaks from (naturally) backwardsEric
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Old April 1, 2020, 18:11   #179
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Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...

EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".
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Old April 1, 2020, 20:55   #180
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Originally Posted by PowerWyrm View Post
Need to check latest V build, but I ported the chest changes today and when I try to open a "locked" chest, my game crashes with trap->effect = NULL...

EDIT: in latest V build, opening a "locked" chest results is "bad effect passed to effect_do() please report this bug".
Thanks, fix pushed.
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