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#11 |
Knight
Join Date: Dec 2008
Posts: 646
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whelp, died to a sound blast from a great warm of law at 3900'. Still never found any dungeon books.
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#12 | |
Knight
Join Date: Jul 2009
Posts: 701
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Quote:
![]() Early veins are great, easily gives you enough boost in the sub 20s to buy a nice item or two from shops while you pop in. Mind you, I tend to play a 'must clear level' mentality very often, including digging through 20-30 squares if there are like 5 veins in a row. ![]() |
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#13 |
Knight
Join Date: Jul 2009
Posts: 701
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Yeah, depending on how fast/well one plays, this is why I said I might buy the !Int instead if I am sitting at native 18 or low 18s. Especially wands of TO are not rare, while statgain is always slow until you hit 40 (or farm 30).
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#14 | |
Prophet
Join Date: Mar 2008
Posts: 2,750
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Quote:
More importantly, I banged the drum loudly and repetitively back when r.g.r.a. was the main discussion area. I don't remember anyone else being 1 tenth as loud in support, but perhaps that's just my memory. Was oook a thing when 3.0.6 was current? |
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#15 | |
Knight
Join Date: Jul 2009
Posts: 701
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Quote:
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#16 | |
Prophet
Join Date: Mar 2008
Posts: 2,750
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Quote:
When I first proposed no selling on r.g.r.a., I mostly got responses ranging from "you're a bit mad" to "you're frigging insane", with a few agnostics who said they were willing to give it a chance. Most people who tried it were converted, but a non-negligible proportion never liked it. Some people like haggling. I was and remain baffled. Did you come up with the idea independently? If not, your change presumably traces back to me. Even the multiplier of x3 used in 3.2.0 is the specific multiplier I used and proposed. |
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#17 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,226
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While I mostly play no-selling these days, I prefer the automated selling of ToME4. No town visits needed, but you get some value from things like wrong spell books.
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#18 | |
Knight
Join Date: Jul 2009
Posts: 701
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Quote:
There was a lot of things flying around at the time when I was tweaking stuff for my own version, but I was more into having a bigger home (which now can be done with just a quick file edit, phew), and the no_sell was a quick side hack sort of. I tweaked the formula myself though, not from any previous ones, as I have a bit of OCD about optimizing/tweaking so it is something I find fun... I remember the first version made town mobs a gold mine, haha, had to fix that. I did go a bit further initially though, because I also made it no restocking as well. ![]() I think around the same time I went through the whole item allocation file to retweak the numbers, and that was grabbed into the main branch eventually. Also did a LoS trap searching / no trap detects, which is also core vanilla now (not my implementation of it though, pretty sure). It is nice to see stuff change. ![]() |
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#19 |
Prophet
Join Date: Mar 2008
Posts: 2,750
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The changes to trap detection are a real improvement, maybe the change I like best about my recent games. Kudos for your role in that.
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