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#41 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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The original default was to dump everything in DEX, which doesn't affect magic devices and only helps archery a limited amount. Whether the CON/DEX split is 14/12 vs 13/13 is relatively immaterial. Either is better than the tedious 0/16. I'd prefer to be comfortably above 266HP not too long after Drolem depth.
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#42 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,229
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I go 12 str 8 dex for non-casters and 12 mag 8 str for casters. Con does next to nothing in the early game.
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#43 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,610
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So still on 736-ga6a82bf, recalled straight to dlvl 99 searched the level Sauron is not there. Cast Alter Reality, he's still not on the level, will try going up then back down again soon. What kind of evil sorceror doesn't turn up to his own death party?
Edit: < then > worked Last edited by wobbly; May 23, 2017 at 02:19. |
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#44 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
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I'm not sure if this is the right place to post, but here are a few issues I've had with the nightly. I downloaded the version I'm using on 15May2017. It identifies itself as angband-a6a82bf45846155e267b0a54e8ddbcb04e8bc47f
1) I have a weapon of Extra-Attacks in my inventory, but I do not yet know the Rune of attack speed. If I 'I'nspect the weapon before I wield it, the "blows per round" number is nevertheless reported factoring in the extra attacks (i.e. even before I know the Rune). 2) If an ego object with an unknown rune is in a store, the name of the ego is given. If an object with an unknown rune is in my home, the ego name is *not* given. This is clearly the correct behaviour. However, if i 'l'ook at the object in my home, the extended description *does* give the ego name. (e.g. "Mace of Slay Dragon", or "Iron Helm of Night and Day", even without knowing the relevant rune(s).) 3) I have an object with multiple curses in my inventory. I now remove one of the curses. The 'cursed' flag is removed, and if I cast Remove Curse again, I am told that I don't have any cursed items. If I then drop the item on the floor, the {cursed} flag comes back, and I can now attempt to remove another one of the curses from the item. 4) Vorticies are affected by the "poison" brand. Since they are non-living, it seems as if they should be immune to poisoning. 5) I set the option to report the amount of damage my blows do to the monsters. If I throw something at a monster (i.e. 'v') instead of 'f'ire something, the game does not report the damage done by the thrown object. 6) The splash page still says "4.0.5" rather than "4.1 alpha" (or whatever). |
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#45 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,480
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#46 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,480
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#47 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
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Regarding the whole "ID by use" and "Rune" thing: I find ID'ing things to get kinda tedious pretty quickly. However, I do like the notion that your character advances in knowledge, as well as advancing in experience. Once you get deep down in the pits, the rune system lets you ID almost everything on sight, which is a huge time savings when you're looking for equipment. So, personally, I think that "Identify" (both the spell and the scroll) should work on consumables as well as equipment, and that you should be allowed to sell equipment with unknown runes to the shops, which would then make the rune(s) known to you. [Right now for instance, if I sell a ring to the magic shop, it buys it, and puts it up for sale, calling it a Ring of the Dog, but this transaction does NOT cause me to learn the Rune for some reason; I have to buy it back.]
This makes ID'ing things a lot easier and quicker, but without doing away with ID entirely. I think it also make the ID spell more useful, since now maybe you don't have to waste that first Potion of Life you found in order to ID it. And I very much like the fact that when you're wading though piles of equipment after clearing a vault or a pit, you can quickly zero in on the potentially useful stuff. It seems like a good and effective answer to the TMJ problem. |
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#48 |
Knight
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 515
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I've noticed a problem with Rune ID: When I kill a monster, and it scatters stuff on the floor, the newly created stuff does *not* have their Runes identified e.g. when I 'l'ook at it, it just says "Leather armor". However, if I now save the game (cntrl-X) and restart, now the items are Rune identified (e.g. "Leather armor of Resistance"). This is also true when I drink a potion of Enlightenment: all the items on the level are made visible, but not ID'd, but if I save and restore, then all the items on the level are ID'd (even if they are not in line-of-sight). I don't know if this happens with artifacts too, or not.
I'm assuming that the items are supposed to be ID'd immediately (and in particular, any squelched items should never even be seen in the first place), but regardless, the current inconsistent behavior is clearly wrong. |
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#49 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,480
Donated: $60
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Quote:
Thanks for all the analysis of ID, that clarifies a few things for me.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#50 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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this is more or less how enlightenment works already: you get the ego type, but not the pvals...seems reasonable.
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