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#31 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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There seems to be some bug (ImMoreFun), probably related to the gnomes staff/wand auto-id:
I pick up un-id wand. It reveals its type when picked up. The next wand of same type I find is shown with its colour though; when I pick it up, it identifies correctly, but lists its charge the same as the wand already in my inventory and my stack doesnt increase from the new wand (i.e., it gets effectively destroyed). Was this the reason the "autopickup items matching inventory" option wasnt set in Fizzix´s savefile ? |
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#32 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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#33 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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Is there some workaround for this ? Not being able to add more staves/wands down in the dungeon is a pretty serious gamebreaker.
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#34 |
Rookie
Join Date: Mar 2014
Posts: 24
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My comp character got killed trying to take on a grand master mystic, who was guarding 2 exp potions. I had been carrying around a rod of probing because I had never been that deep in the dungeon, but it didn't do me any good. Got him down to half health before instadeath. I had no idea about the "knocked out" status, the monster description just mentions paralyze, which I thought I was resistant to.
How can I know for the future which monsters will knock me out and kill me? Is there any defense? Kinda pissed, jasric |
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#35 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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Dear everyone who thinks full monster recall is a bad idea: pls see above.
Tx, Debo
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#36 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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For the record "hit to stun" means they can eventually knock you out. A very small # of items will give you pStun. It's better to just use ranged combat against pStun dudes, or kill them fast.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#37 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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There's no "hit to stun" in Vanilla, though. Grand Master Mystics just happen to exploit the logic in the game that determines if a melee hit will stun you, because they have 20d1 melee attacks.
Any attack that causes stunning will eventually knock you out if layered enough, though. It goes stun -> heavy stun -> knocked out. You probably got at least one turn with one of the first two statuses, which you should have spent either getting away from the mystic (reading a scroll of Phase Door or Teleport or *Destruction* or something; stunning murders your spell and device failure rates) or quaffing a potion (Cure Critical Wounds will clear all stunning IIRC). There is, as far as I'm aware, absolutely no way to know about the "knocked out" status besides either suffering a death from it or learning about it online. |
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#38 |
Rookie
Join Date: Mar 2014
Posts: 24
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Yep, no "hit to stun" in the description. I may well have been stunned the round before he killed me. Getting stunned occurs quite often, I just had no idea it could lead to knocked out. Is that documented anywhere?
In any case, lesson learned. That's what this game is all about anyway. This one seemed particularly unfair though. I wonder if some sort of better warning could be made available. Thanks for the replies! Cooled off, jasric |
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#39 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,822
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Nothing like a death to make you remember the threat though.
Angband - learning by dying. |
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#40 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Thread | Thread Starter | Forum | Replies | Last Post |
Planning for FAangband 1.3 | Nick | Variants | 40 | August 7, 2011 22:02 |