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Old August 16, 2017, 15:37   #21
Derakon
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Quote:
Originally Posted by jupiter999 View Post
I wonder if in the future, player can go back to their home and pick an option from there to create migration files, then load those files in home back to normal saves using newer version
Unlikely. If that were feasible to do (for a one-dev hobby project), then it'd also be feasible to just let the new version load the old version's saves directly, automatically detecting when a migration needs to be performed.
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Old August 16, 2017, 20:26   #22
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Unlikely. If that were feasible to do (for a one-dev hobby project), then it'd also be feasible to just let the new version load the old version's saves directly, automatically detecting when a migration needs to be performed.
Especially with the class removals, NPC changes, and additions, logs and accomplishments would be utter chaos.

Odd 'bug', I still have a 6.10 install and when I open the 7.0 client and choose open characters, it takes me to the 6.10 Character directory, NOT the 7.0 one.

Last edited by CyclopsSlayer; August 16, 2017 at 20:41.
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Old August 16, 2017, 23:42   #23
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Originally Posted by CyclopsSlayer View Post
Especially with the class removals, NPC changes, and additions, logs and accomplishments would be utter chaos.

Odd 'bug', I still have a 6.10 install and when I open the 7.0 client and choose open characters, it takes me to the 6.10 Character directory, NOT the 7.0 one.
I had this one before even way before 7.0.0...It might have something to do with the registry if you're on Windows.
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Old August 16, 2017, 23:45   #24
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Originally Posted by jupiter999 View Post
I wonder if in the future, player can go back to their home and pick an option from there to create migration files, then load those files in home back to normal saves using newer version
Probably won't work at all ... When Chris makes extensive changes to the game, the savefile compatibility breaks big time depending on what he does.
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Old August 17, 2017, 05:28   #25
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Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
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Old August 17, 2017, 15:21   #26
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Originally Posted by jupiter999 View Post
Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
Qy@ is a pretty simple solution.
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Old August 17, 2017, 23:10   #27
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Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
I used to be a brave L43 Ninja... Then I took an Arrow in the Knee...
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Old August 18, 2017, 00:35   #28
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Ooookay, so, some feedback:

Poison seems really over the top to me. Having to quaff 5 or more Neutralize Poison potions after a brief fight despite having 1x res poison is just annoying.

And - do we really need to make the game harder? It seems like the vast majority of changes has that intention. From all I know, this (entire genre and specifically Posch) is already one of the hardest out there. The introduction of a "begiinner" mode seems really ironic, especially given the kind of changes it has. I don't think anyone willing to play such a complex game with ascii graphics will be deterred by too many options....

A couple questions, too:
How does the life mechanic work? Does anything happen at specific points?
Is there info anywhere about the damage the poison ticker does?
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Old August 18, 2017, 02:42   #29
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PosChengband has been always a version of Hengband on steroids. Imo, I can't complain. It forces players to play smart or it intends to.
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Old August 18, 2017, 03:42   #30
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Ooookay, so, some feedback:

Poison seems really over the top to me. Having to quaff 5 or more Neutralize Poison potions after a brief fight despite having 1x res poison is just annoying.
I was in the middle of a summoned swarm of zombies, they mostly missed me, BUT! The Poison counter kept climbing almost as fast as I could clear it. They were adding 30-40 counters a round while Neutralize Poison only removes 50.
Had me to 50% health by the time I cleared the room.
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