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Old March 6, 2022, 10:47   #31
Selkie
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Quote:
Originally Posted by bron View Post
I note that when I throw ('v') an iron shot, the damage is doubled. Feature or bug?
I think this is only apparent when playing as a rogue. They have such a high + to throw that at the start of the game they can throw better than they bow.

Find a sling of power and chucking ammo quickly becomes old hat.

However, you're likely to find a spear with a slay and this can be thrown with devastating effect
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Old March 6, 2022, 20:09   #32
archolewa
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Quote:
Originally Posted by Selkie View Post
However, you're likely to find a spear with a slay and this can be thrown with devastating effect
The Thancs are great for throwing as well. My Blackguard especially can get a lot of mileage out of throwing a Thanc or two at the start of battle.
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Old March 8, 2022, 22:55   #33
sffp
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Upgrade time again!

For the last time, what files do I need to copy to port the info from the previous version. I also modified a file to upgrade my inventory previously. I've forgotten it all!!!
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Old March 8, 2022, 23:25   #34
Nick
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Originally Posted by sffp View Post
Upgrade time again!

For the last time, what files do I need to copy to port the info from the previous version. I also modified a file to upgrade my inventory previously. I've forgotten it all!!!
lore.txt for your monster memory, window.prf for your subwindow setup; both these should be in your user folder (assuming Windows). The file you changed for the inventory was probably constants.txt; that usually lives in the gamedata folder, but the best option is to put your modified version in the user folder.

Let me know if I've missed anything.
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Old March 9, 2022, 00:05   #35
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Originally Posted by Nick View Post
lore.txt for your monster memory, window.prf for your subwindow setup; both these should be in your user folder (assuming Windows). The file you changed for the inventory was probably constants.txt; that usually lives in the gamedata folder, but the best option is to put your modified version in the user folder.

Let me know if I've missed anything.
Thank you!

I believe scores from user/scores is the other file.
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Old March 10, 2022, 16:13   #36
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I think I found a bug:

Creating keymaps doesn't seems to work anymore.
When saving them to a .prf file, the file is created but there's nothing in it apart for the "begin Dump keymaps" & "end Dump keymaps" comments, with nothing in it.

Keymaps created also have no effects in game, but when using the "query" menu to check their existence they are listed.

Saving other settings in .prf files works as expected (ie. subwindows configuration).

I'm using GNU/Linux SDL2 build (compiled with --with-no-install).

Also, not related, but a feedback nonetheless:

I've always wondered why the SDL2 frontend of V felt "sluggish", slow compared to other variants... now I discovered the base delay factor is set to 40 by default (I think?), lowering this number to 10 vastly improved my experience! Any reason it's this high?

Last edited by animal_waves; March 10, 2022 at 18:55.
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Old March 10, 2022, 20:28   #37
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Quote:
Originally Posted by animal_waves View Post
I think I found a bug:

Creating keymaps doesn't seems to work anymore.
When saving them to a .prf file, the file is created but there's nothing in it apart for the "begin Dump keymaps" & "end Dump keymaps" comments, with nothing in it.

Keymaps created also have no effects in game, but when using the "query" menu to check their existence they are listed.

Saving other settings in .prf files works as expected (ie. subwindows configuration).

I'm using GNU/Linux SDL2 build (compiled with --with-no-install).

Also, not related, but a feedback nonetheless:

I've always wondered why the SDL2 frontend of V felt "sluggish", slow compared to other variants... now I discovered the base delay factor is set to 40 by default (I think?), lowering this number to 10 vastly improved my experience! Any reason it's this high?
Works fine for me in SDL; I haven't tested in SDL2 yet.

As for the delay factor, that's a historic setting - maybe so new players don't miss the fact that there are missile/explosion animations?
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Old March 11, 2022, 17:55   #38
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Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!

[Edit]
Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
lore.txt already exists, is populated and is writable.
What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

I already lost 2h+ of progression and two nice artifacts to this problem .
Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
[/Edit]

Last edited by animal_waves; March 11, 2022 at 22:43.
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Old March 12, 2022, 01:04   #39
Selkie
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Quote:
Originally Posted by animal_waves View Post
Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!

[Edit]
Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
lore.txt already exists, is populated and is writable.
What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

I already lost 2h+ of progression and two nice artifacts to this problem .
Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
[/Edit]
I hope I'm not totally missing the point, and I'm sorry you lost game time and juicy artifacts, but why not save with control S? I've never done anything different, even when quitting out of the game.

I'm not denying this is a bug, just a workaround in the meantime
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Old March 12, 2022, 13:30   #40
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Quote:
Originally Posted by animal_waves View Post
Ah yes, keymaps are working fine with SDL 1 (I recompiled for the test), so it's only affecting the SDL2 frontend.
I was surprised to see the behavior is not exactly the same (ie. the SDL frontend reminds the user to save the keymaps to a .pref file, which is not the case of the SDL2 frontend), as I was thinking the "core" of the game was the same, and the frontend only managed the UI, but it seems I was wrong!
Each front end does low-level key and mouse handling before it gets passed to the core. It looks like the '=' to end the keymap input isn't handled properly by the SDL2 front end.

Quote:
Originally Posted by animal_waves View Post
Aaah, another problem: my game sometimes fails to save when quitting (with ^X), it complains about not being able to write lore.txt.new.
lore.txt already exists, is populated and is writable.
What's weird is that I can't reproduce the bug consistently, most of the time the save is done correctly but of course the bug happens after +30 mins of game (maybe because I killed a particular monster - but which one?-)

I already lost 2h+ of progression and two nice artifacts to this problem .
Any tips? Could my savefile be corrupted? I switched form SDL2 to SDL during this run, maybe that's the cause of the problem?
Is the filesystem where your savefiles and lore.txt are located close to running out of inodes or space (some condition that would prevent generation of a new file)? Saving the lore happens after the savefile but looks like it has better handling of "couldn't open the file" conditions than the savefile code so you see the message about the lore.txt save failing but not about the failure to save the savefile.
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