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Old October 30, 2018, 15:44   #51
fph
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Or, with the words of Dream Theater and Tornatore, "I can see much clearer now I'm blind"...
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Old December 16, 2018, 11:43   #52
Adam
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Hello, just upgraded to 4.1.3 recently and met some strange pathfinding problem which i never saw before.
It's reproducible, about 10 tries and always the same movement from M.
Maybe it's already fixed on the master branch but i guess it does not hurt verifying it.
M's position relative to the player (if i just wait with key 5):
12S-12E;11S-11E;9S-9E;10S-10E;11S-11E;12S-12E;13S-13E;12S-12E;13S-13E;12S-12E;13S-13E;12S-12E;13S-13E;14S-12E;13S-11E;1S-10E;13S-9E - and from this point it looks good.
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Old January 29, 2019, 01:41   #53
MattB
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Just noticed the manual for the first time. It's brilliant!
(And in pdf too, whatever next?)

One of my favourite parts:
Quote:
One of the hardest things for people to get used to, when playing games of this nature for the first time, is that the character is not the same as the player. The player presses keys, and looks at a computer screen, while the character performs complex actions, and interacts with a virtual world. The player decides what the character should do, and tells her to do it, and the character then performs the actions.
These actions may induce some changes in the virtual world. Some of these changes may be apparent to the character, and information about the changes is then made available to the player by a variety of methods, including messages, character state changes, or visual changes to the screen. Some changes may only be apparent to the player.
There are also a whole set of things that the player can do that can not even be described in the virtual world inhabited by the character, such as resize windows, read online help files, modify colormaps, or change options. Some of these things may even affect the character in abstract ways, for example, the player can request that from now on all monsters know exactly where the character is at all times.
Likewise, there are some things that the character does on a regular basis that the player may not even consider, such as digesting food, or searching for traps while walking down a hallway.
To make matters worse, as you get used to the difference between the player and the character, it becomes so "obvious" that you start to ignore it. At that point, you find yourself merging the player and the character in your mind, and you find yourself saying things like "So yesterday, I was at my friend’s house, and I stayed up late playing Angband, and I was attacked by some wild dogs, and I got killed by a demon, but I made it to the high score list", in which the pronoun changes back and forth from the real world to the virtual one several times in the same sentence. So, from this point on you may have to separate the player and the character for yourself.
So anyway, …
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Old March 24, 2019, 21:31   #54
Adam
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Hello, question about failure rates:
My mage on cl 36 has 18/*** int.
Meteor Swarm can be learnt at level 30, costs 14 mana, failure rate is 10%.
Rift can be learnt at level 35, costs 20 mana, failure rate is 0%.
Probably it's on purpose but I don't see the point. I thought higher level spells will always have higher fail rate? What's the logic behind that? I mean from design perspective.
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Old Yesterday, 14:36   #55
gglibertine
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Quick question: is there still any actual use for items of Door Destruction?
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Old Yesterday, 17:31   #56
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I was trying to fool around with the books, but can't seem to figure out how to change the names that show up in the store. I'm using note pad II to edit things, but it just isn't obvious to me how to change that.

I was going to play with changes to Necromancer first, but these were the names I came up with that I was going to edit, in time, all the others.

Necromancer
Codex of Dark Arts [title]

Blackguard
Shadow Handbook [title]

Druid
Treatise of Nature [title]

Ranger
Book of the Woodlands [title]

Mage
Tome of Sorcery [title]

Rogue
Manual of Tricks [title]

Priest
Holy Scriptures [title]

Paladin
Essays of Faith [title]


I found the books in the Class file. Some info in the realm file. But clearly I have no idea what I am doing. Help would be appreciated.
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Old Yesterday, 17:38   #57
Pete Mack
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In principle, there only needs to be one book for each realm, with different spells available for full and half casters. The aim is to cut down on junk.
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Old Yesterday, 17:53   #58
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Quote:
Originally Posted by Pete Mack View Post
In principle, there only needs to be one book for each realm, with different spells available for full and half casters. The aim is to cut down on junk.
Only a single book would significantly reduce inventory pressure on caster classes, which is an indirect nerf of warriors. There's also a significant amount of enjoyment to be had from finding a new spellbook in the dungeon. I don't know that it's right to have 9 books per realm, but 1 is probably too few.

Quote:
Originally Posted by gglibertine
Quick question: is there still any actual use for items of Door Destruction?
About all I can think of is if there's a monster behind a door, that can't open the door, and you want to be able to attack it from range. If I recall correctly, Stone to Mud doesn't work on doors, so you'd have to use a door destruction effect instead.

Weirdly, Stone to Mud does work on undiscovered secret doors.
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Old Yesterday, 18:04   #59
Youssarian
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I was just trying to play with this myself. In the test versions, the mage classes do not share all the books already. I wanted, for myself, to play around with altering the names and how they show up in the game. It isn't intended for everyone else as that isn't my call, but I would like to figure out how to do it for the version I play. Any assistance or advice would be appreciated.

And since the new versions intends to have all these different caster classes, it would be nice to flesh out magic and give them some more originality. Some might call it clutter, others might consider it adding depth.
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Old Yesterday, 18:11   #60
Pete Mack
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Sorry Derakon; I wasn't clear. I mean a single book for each level. So WLOG, "Shadow Handbook" would be the beginners book for both classes, and "Tome of Dark Arts" would be book 2.
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