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Old July 3, 2019, 11:40   #121
Pete Mack
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Yes, I just verified that is the case. It wasn't always so, however. You could ignore low-dice weapons when you got strong enough.

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As far as I'm aware, you can't ignore daggers - you can only ignore object kinds which appear somewhere in the main ignore menu (before the quality and ego menus).
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Old July 3, 2019, 11:54   #122
Ingwe Ingweron
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Quote:
Originally Posted by Pete Mack View Post
Yes, I just verified that is the case. It wasn't always so, however. You could ignore low-dice weapons when you got strong enough.
Are you talking about Vanilla? In all the years I've played this game, there's never been an ignore of artifacts, and when has there ever been an "ignore", or previously a "squelch", based on values in Vanilla? Maybe you're talking about a variant? Having an ignore based on values is something Fizzix tried to workout, if I recall, but never found a good implementation or interface, so the effort was shelved.
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Old July 3, 2019, 12:53   #123
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I think Vanilla gets it about right in the balance between power and complexity. Tome's automatizer was extremely powerful, but it was also a mess to use.
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Old July 3, 2019, 13:12   #124
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Ingwe--
You had to pick and choose the weapons you wanted to ignore. Alas, there is no reasonable way to do something similar for armor types, because even very low base AC armor (such as soft leather boots!) has excellent artifacts, even in standarts.
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Old July 3, 2019, 14:19   #125
Ingwe Ingweron
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As far back as 2.5.1, I don't remember ever having it squelch artifacts.
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Old July 3, 2019, 14:46   #126
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Squelch was added in 3.0.6
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Old July 3, 2019, 14:49   #127
Ingwe Ingweron
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For kicks, or to relieve boredom more likely, I just read back through all the release notes for Angband versions on rephial. Nick, I must say, you've done an amazing amount of work in these past four years! Thank you!!!
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Old July 3, 2019, 14:59   #128
Ingwe Ingweron
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Quote:
Originally Posted by Pete Mack View Post
Squelch was added in 3.0.6
3.0.8, when you and Andrew Sidwell did TONS of fantastic work improving the game!
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Old July 3, 2019, 18:52   #129
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Alas, so many changes happened *before* the game was refactored, so it is very hard to go back to tweak 3.0.x with just those changes that (say) Eddie Grove would like. Such are the wages of an engineering deficit.

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3.0.8, when you and Andrew Sidwell did TONS of fantastic work improving the game!
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Old July 4, 2019, 22:12   #130
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Returned to Angband from a holiday elsewhere. Some comments for Nick on the new version:

1. New hunger mechanic. Sorry, no. I find it even more of a nuisance with the gorge effect.

2. Tunneling with shovel in inventory. Wonderful!

3. New damage rules. Interesting. This was the first time I ended up carrying a spare weapon. Normally I find it's too much of a hassle (+30% damage to dragons - meh), but now it felt that it was worth it (+200% damage to dragons - yes please!). Not convinced that the details are right, but it's going in the right direction.

4. New damage rules applied to ranged damage. Um. Needs work. Heavy Crossbow of Extra Might (x5) (+12,+18) <+1>, only does 29 damage/round with a normal bolt. Seems a bit pathetic. Maybe just double or triple all ranged damage?

5. Exp modifiers. Are High-Elf and Dunedain meant to be "easy" races, since they don't appear to get any exp penalty? Could cause difficulties for competitions.

6. This has probably been reported plenty of times, but there's still a bug with @ not stopping in time when running. For instance, my @ automatically moved onto a trap with 100% searching skill.

7. Please address the Rogue's thieving skill before 4.2. It was a lot of fun originally (though overpowered). Now it's basically worthless.
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