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Old June 27, 2015, 18:09   #181
wobbly
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I can't remember what arrows are made off (perhaps broken sticks) but to find out start a character, hit _ which will take you to the auto-pickup/destroy thingie & look for the archer in the default setup.

Edit: Oh it says in the help file under archers, broken bones & skulls
Edit 2: From memory the warg skeletons on warg quest would sometimes give ridiculously good arrows/bolts

Last edited by wobbly; June 27, 2015 at 18:15.
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Old June 27, 2015, 18:14   #182
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Quote:
Originally Posted by Number Thirteen View Post
What is the difference between archers and snipers? I'm assuming archers get more attacks while snipers get fewer, harder hitting attacks. Are their ranges different? Can snipers create ammo?
IIRC snipers are like the ninjas of archers -- there are abilities around shooting unwary enemies for huge damage, etc.
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Old June 28, 2015, 18:17   #183
Regalia
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Originally Posted by Number Thirteen View Post
Another few questions, this time about archers. What does the (7/8) after enchantment mean on ammo?

16 arrows (1d4) (+0, +0) (7/8)

What is the difference between archers and snipers? I'm assuming archers get more attacks while snipers get fewer, harder hitting attacks. Are their ranges different? Can snipers create ammo?

Speaking of creating ammo how do you create arrows? I can make shots out of rubble but now arrows. Is there some way to create extra arrows in the dungeon reliably?
You need levels to create more than shots. Afair all snipers can create is damage.

As for the numbers afair they are some kind of average damage over the duration of a single move (at your current speed). One is with an "average" speed launcher and the other with the current launcher? Kind of, maybe .
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Old June 28, 2015, 19:20   #184
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Originally Posted by Regalia View Post
As for the numbers afair they are some kind of average damage over the duration of a single move (at your current speed). One is with an "average" speed launcher and the other with the current launcher? Kind of, maybe .
Could it be damage per shot and damage per round? So you're apparently shooting about 1.15 shots per round.
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Old June 29, 2015, 04:11   #185
Number Thirteen
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Ah, so I can make arrows from bones that enemies leave. That seems sustainable.

As the for the numbers, they're related to damage? I was wondering if it was some sort of quiver mechanic.

Thanks for the answers.
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Old July 2, 2015, 04:16   #186
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I found an artifact called 'Rubber Coat' that says it reminds me of the artifact of Merry when inspected. What does that mean?
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Old July 2, 2015, 12:21   #187
Regalia
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Could it be damage per shot and damage per round? So you're apparently shooting about 1.15 shots per round.
Yes, I think I was mistaken to think your actual speed affects this. It's only the launcher speed.

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I found an artifact called 'Rubber Coat' that says it reminds me of the artifact of Merry when inspected. What does that mean?
It means Merry had a questionable hobby.

Game-wise, this does not give your coat any new properties. Afaik it's generated when you were supposed to get that particular fixedart but you already found it in the dungeon so a replacement had to be made.
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Old July 4, 2015, 17:44   #188
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Unrelated, and relatively unimportant ... but i couldnt figure out where else to put a bug report.

For magic eater class, it seemed inconsistent to me that wand of light is in the 'utility' category but rod of light is in the 'offense' category.
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Old July 18, 2015, 08:16   #189
budswell
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Originally Posted by wobbly View Post
Edit 2: From memory the warg skeletons on warg quest would sometimes give ridiculously good arrows/bolts
I think that was Tome2. The Warg quest in Lothlorien was full of skeletons
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Old July 30, 2015, 19:51   #190
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I have a question about one of the human/demigod mutations, Fell Sorcery. I found the following in mut_a.c but am not literate enough in the code to understand what it does. Can someone explain it to me?

Code:
void fell_sorcery_mut(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Fell Sorcery");
        break;
    case SPELL_MUT_DESC:
        var_set_string(res, "Your spells are more powerful.");
        break;
    case SPELL_GAIN_MUT:
        msg_print("You feel your magic grow more powerful.");
        break;
    case SPELL_LOSE_MUT:
        msg_print("You feel your magic return to normal.");
        break;
    case SPELL_HELP_DESC:
        var_set_string(res, "Your spells will grow more powerful.");
        break;
    case SPELL_CALC_BONUS:
        p_ptr->spell_power++;
        p_ptr->stat_add[A_STR]--;
        p_ptr->stat_add[A_DEX]--;
        p_ptr->stat_add[A_CON]--;
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
From what it looks like you now add STR, DEX, and CON to spells? But what does spell_power++ do? What exactly are the in game mechanical changes upon taking this mutation?
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