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Old November 12, 2017, 20:06   #471
Nick
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Originally Posted by Sky View Post
good, BUT.

The bug no longer manifests itself. I have now made it to DL99 and i want to grind some more gear and so i have went up to DL98 and recalled with the [y] option (set recall to 98 instead of 99).

Now i'm at DL98 but every time i recall, i still get asked "do you want to set recall".
Hm, okay. I'll fix that.

Thanks for all the testing, btw
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Old November 12, 2017, 21:03   #472
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OK, new build has improved recall behaviour. Note that you are now asked about reset if you are on a level which is not either your maximum depth, or the depth you have recall set to (it used to be that these were the same thing - "maximum" depth was reset by resetting recall).
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Old November 12, 2017, 23:30   #473
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not a bug, but it would be nice to have a [unknown] for runes not known. just so i can throw out my scrolls of Identify now that i don't need them anymore.
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Old November 13, 2017, 00:09   #474
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not a bug, but it would be nice to have a [unknown] for runes not known. just so i can throw out my scrolls of Identify now that i don't need them anymore.
Where do you want this - in the knowledge menu?
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Old November 13, 2017, 01:26   #475
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The only place where you need this is for curses. Everything else already shows up on the character page.
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Old November 13, 2017, 01:27   #476
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I'm not quite running a standard build anymore (and I am about half a week behind git), but I am getting "cave_generate() failed 100 times" when trying to go to level 99 on persistant levels. (also happens on a default win nightly from a few weeks back)

(Easy repro- gen a character and ctrl-a jump straight there)

Also, a minor niggle and info leak:
The object list will say you can 'see' unknown items if they are out of light radius but in LOS. This leaks dungeon layout information of you haven't mapped that far.

Might be better to only use 'see' for objects you can *actually* see (ie are lit up as well as in LOS)
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Old November 13, 2017, 09:54   #477
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The power of supercharged AC seems to be way too high. You can generate randarts with only +AC, which doesn't feel right.
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Old November 13, 2017, 19:39   #478
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Quote:
Originally Posted by kaypy View Post
I'm not quite running a standard build anymore (and I am about half a week behind git), but I am getting "cave_generate() failed 100 times" when trying to go to level 99 on persistant levels. (also happens on a default win nightly from a few weeks back)

(Easy repro- gen a character and ctrl-a jump straight there)
Thanks, found and fixed in development.
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Old November 13, 2017, 20:15   #479
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The power of supercharged AC seems to be way too high. You can generate randarts with only +AC, which doesn't feel right.
What do you think would be the best fix - maybe double the AC increment?
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Old November 13, 2017, 20:30   #480
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What do you think would be the best fix - maybe double the AC increment?
The AC values have been increased before, not only on artifacts but also on base items. While it was a step in the right direction, it was too little to shift AC a tier higher in the overall mod evaluation. Even more AC is either not going to be enough to have any effect or, if the damage reduction is substantially higher, is going to make the game easy.

A grand rework of AC should probably start with an increase in physical damage of monsters; if that is not in the planning, slight changes in AC values here or there arent going to change anything.
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