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Old January 28, 2010, 23:09   #21
Arralen
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"Skeletal lizards" are natural creatures? Shouldn't be ..
My "Set of Caestus of Might" which "senses natural creatures" lets me not only see the "Lizard king/queens", but their assorted bunch of "Skeletal lizards" as well. As those are (surely) undead, they (equally) surely shouldn't show up as "natural creatures".
And why is the lizard folks considered "animals", anyway?!
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Old January 29, 2010, 01:24   #22
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Quote:
Originally Posted by Arralen View Post
"Skeletal lizards" are natural creatures? Shouldn't be ..
My "Set of Caestus of Might" which "senses natural creatures" lets me not only see the "Lizard king/queens", but their assorted bunch of "Skeletal lizards" as well. As those are (surely) undead, they (equally) surely shouldn't show up as "natural creatures".
And why is the lizard folks considered "animals", anyway?!
For the purposes of a number of different things, skeletal lizards (and undead animals in general) are considered both Undead and Animals. So you'll be able to see them with sense nature.

I'm quite happy with lizard folk being considered natural creatures along the same reasoning.

Andrew
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Old January 29, 2010, 01:29   #23
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Would anybody be able to explain what all these mechanism parts do? I keep collecting left arms and right legs and such, and I can Assemble them together, but they don't ever seem to do anything. I assume I'm building some kind of robot or something, but how do I turn it on? (Some of them occasionally get a (charging) tag but that doesn't seem to do much either.)
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Old January 29, 2010, 15:41   #24
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"No slay XY" restriction not working?

I have an armor "of the Quendi", which says it "prevents you wielding weapons which slay elves."

Yet, I can equip the Randart Dagger 'Eilor' just fine in both hands and quiver - and it says it "does x4 damage against elves. .. It cannot be wielded by elves."

.. what pretty much is what the flag "slay elves" does, right?!
Ok, might actually be " *Slay Elves* ", but that shouldn't work either ?!
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Old January 29, 2010, 15:58   #25
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With the slay elves, seems like a bug. About mechanisms, golem body parts and related junk, I think it's still only flavour, though there are old and elaborate plans to make it work.
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Old January 29, 2010, 23:36   #26
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With the slay elves, seems like a bug. About mechanisms, golem body parts and related junk, I think it's still only flavour, though there are old and elaborate plans to make it work.
You may be able to wield slay elves if you are marked evil somehow - otherwise it is a bug.

Golem body parts should be capable of being assembled back into a golem which reanimates. I've added a function for the generic mechanisms you find around the dungeon as well - WIP.

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Old January 30, 2010, 14:38   #27
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You may be able to wield slay elves if you are marked evil somehow - otherwise it is a bug.
Actually (just checked), the dagger marks one as 'evil', and obviously can be wielded because of that.
I would have expected, though, that the 'evil' mark have to come from something else which is already equipped, because I am supposed to be unable to wield the dagger because it slays elves, and unless I wield the dagger, it cannot have any effect ...
Is there already any documentation on these things?



What about the Targeting problem ?



And is the Orcish Pickaxe really bugged ?



Haven't found both of them on Berlios up to now ...
Speaking of Berlios, here's a most extreme example of

[ Bug #16747 ] Lakes / rivers result in disconnected dungeons

Thinking 'bout it, one might declare this a feature, actually - would make digging ability much more useful.
Only would have to take care that enough diggers, detection scrolls and -most of it- early hints for new players, that part of the dungeon might be unaccesible, are present.


Last edited by Arralen; January 30, 2010 at 19:54.
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Old January 30, 2010, 22:20   #28
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Quote:
Originally Posted by Arralen View Post
A
Is there already any documentation on these things?
At the moment, the source code and the forums document this.

Quote:
What about the Targeting problem ?

And is the Orcish Pickaxe really bugged ?

Haven't found both of them on Berlios up to now ...
Feel free to report these as bugs on berlios.
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Old February 2, 2010, 02:22   #29
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Possible bug: Never learning about familiars attacks in the monster recall.

Possible bug: Never seeing a service of ID in any of the magic shops from Hobbiton to Laketown, even if scrolls are offered.

Chill, IMHO, too weak. Monster moves off the square right away anyway. Could I suggest a radius of 1 for this spell? I would use it then. I mean, sting is still pretty useful at clvl 20 because of its speed and cost. Chill isn't much use at level 3.

Bug? In the elven halls, I'm sitting in a room full of giant ant dead parts, I cast animate dead, and nothing happens?

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Old February 2, 2010, 16:03   #30
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Thanks for the report!
Quote:
Originally Posted by baddog73 View Post
Possible bug: Never learning about familiars attacks in the monster recall.
Yes, bug.

Quote:
Possible bug: Never seeing a service of ID in any of the magic shops from Hobbiton to Laketown, even if scrolls are offered.
Identify (and Recharge I) were added to all Magic Shops in the SVN recently. If you find a spellbook with the identify spell in it, you can sell it to a shopkeeper to add the service of ID (though they are pretty rare, IIRC.)

Quote:
Chill, IMHO, too weak. Monster moves off the square right away anyway. Could I suggest a radius of 1 for this spell? I would use it then. I mean, sting is still pretty useful at clvl 20 because of its speed and cost. Chill isn't much use at level 3.
I was about to post the same thing - it doesn't scale at all, and only does 3d5 if you can get the monster to stay still. It's somewhat useful against eg. a line of orcs in a hallway, but there are very few small hallways. Perhaps make both the damage and duration go up slowly?

Quote:
Bug? In the elven halls, I'm sitting in a room full of giant ant dead parts, I cast animate dead, and nothing happens?
Sounds like a bug, thanks.
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