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Old January 15, 2011, 04:14   #81
Mangojuice
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Quote:
Originally Posted by Snarka View Post
A bug! I was experimenting with a quiver, inscribing it in attempts to make looking into it more convenient. When I did the command "d 1" -
it just disappeared. Here is what I got:
Yup. I replicated the bug and I'll fix it in the next version. Nice find.
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Old January 15, 2011, 04:18   #82
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Well... I hope I don't annoy you too much with my tons of feedback... But I have some questions.

1) I didn't find an option of merge_discounts (Merge discounts when stacking, as it is in last versions of Zangband). In Z+A it is by default Yes, and I would like it to be No. As it is now, if I don't want all my scrolls to accidentally become 90% off, I need to drop not duscounted ones, inscribe them with "a", then buy a duscounted one and inscribe it with "b" and then pick those from the ground to get two different stacks. And YES, I do this! Because at low levels money is important. And the aboundance of various shops with nice items will probably make it important always : ).

2) What is WILD_WALK ? I've found some Boots of Wild, and cannot figure out what is their purpose : ).

3) I would like to change the game background. As I recall, it was not black in some verions, but textured. There was a line in the angband.cfg like "background = background.bmp", and one could change this file. I would like the background to be dark-gray: when I make tiles max size, the screen text becomes huge and the black/white contrast really hurts my eyes... If it possible to change the background? I mean not floor, but messages, lists, etc.
1: Merging is on by default. Sorry if it's a bit of a pain but at some point I was cleaning out low-importance options and this is one. Sure, money is important early on but there aren't that many things you want to both buy (hence getting discounted ones) but also sell later.

2: In the wilderness, trees slow you down somewhat. With WILD_WALK they don't.

3: I don't think this is included right now.
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Old January 15, 2011, 04:54   #83
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I've been noticing that I have a really hard time finding basic necessities a lot of the time - ?teleport, ?identify, ?WoR, !CSW type of thing. As in, I'll go to like 3 or 4 towns early in the game and not be able to find any of them. Might you add some kind of guarantee that the starting town, at the very least, will have some those type of items in stock? I almost never am able to find all of them in my starting town, and quite often I can find only one or none of them.
Ok, I hate to be disappointing but I'm happy with the way things work, and I think you're either exaggerating or absurdly unlucky.

This variant is already easier than some others and I think this adds to the challenge. You have to make due without these essential supplies for the early part of the game, and you have to be cautious about using them up once you have them. Plus, if you had everything you needed initially it would be all the less reason to get out into the wilderness and find other towns.

Keep in mind there are alternatives. Oh, and I noticed that !CLW seems to be very rare in shops and it should be common, so I made a change I hope will help with that.

Quote:
Also, I assume the physical character descriptions (i.e. you have long black hair. your dad was a blacksmith. or whatever) were removed since they're totally pointless, but I kinda liked having them. Did you get rid of the code (or whatever it is) for them, or is it still there somewhere? If so would it be hard to add them back in? I just thought they added a bit of flavor to the game. but obviously it's not important at all just a personal whim of mine.

Also, I just tried playing as a Skeleton for the first time...not so great for Chaos Warriors due to the intelligence hit, but quite an interesting race. When you drink potions, they "spill", having I think the same effect as if they'd exploded - i.e., affecting monsters all around you. So if you drink a healing potion, all the monsters around you get healed also! Am I right about that? If so it seems like a pretty horrible setback - although of course you can also exploit it by chugging potions of poison to hurt everybody else while enjoying your immunity...

I like the huge number of races in Zangband. I used to always play as a vampire because having natural light freed up an inventory slot early on, the drain life ability kicked ass, and the stat bonuses were sweet. Now I'm trying out a Beastman and I'm covered in warts, my muscles are withered, I have an extra pair of legs (no clue how THAT must work, physiologically!) and a couple other bizarre things...pretty awesome.
Physical descriptions: I believe Z had already removed these. I certainly don't remember going it. So I'd have to steal code back from V or something,...

Skeletons: yup, apparently every potion you drink also smashes on the floor. Which kinda sucks for healing potions, but could be pretty damn cool with !Restore Mana.

Actually one of the things on my long-term todo list is to go through all the races and rebalance things. I feel like things are sort of haphazard. Some of the races are too good, others are too bad or too hard to make use of...
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Old January 15, 2011, 05:11   #84
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I agree about the camps - I find it hard to look at the quest list with them clogging it up.
Since no one gives you a reward for it I might just not consider those pits to be real "quests" anymore. And you can locate them easily on the map, they don't need to appear in the quest list.

Snarka -- if you want to find out about a new quest pit you've just discovered, use 'M' to browse the wilderness map. That way you can be sure you're locating the correct one. Much easier than trying to work it out from the quest list.

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Also, shields of Deflection. I thought they'd do the same thing as Amulets of Reflection, so I sold my amulet when I found a shield...but the shield only seems to bounce arrows whereas the amulet bounced magic bolts also. Is that right?
Damn mushrooms. Though in my defense, shriekers are usually pretty noticeable. Shield of deflection - no. There's an ego item, shield of *re*flection, that does that. Shield of deflection is just a high base-AC shield which is not susceptible to acid. Obviously the term "shield of deflection" is highly confusing, I think I'll rename that item "mithril shield" or something.
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Old January 16, 2011, 12:43   #85
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Ah, the shield of deflection thing makes sense...the name's definitely confusing. Although isn't it kind of heavy and mithril is supposed to be light? But that hardly matters.

Is there a list anywhere of spell tiers so I can know ahead of time which tier each spell belongs to? And could that information be listed in the spellbook with everything else?
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Old January 16, 2011, 14:32   #86
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Ah, the shield of deflection thing makes sense...the name's definitely confusing. Although isn't it kind of heavy and mithril is supposed to be light? But that hardly matters.

Is there a list anywhere of spell tiers so I can know ahead of time which tier each spell belongs to? And could that information be listed in the spellbook with everything else?
True, Mithril is associated with being light. Would adamant make more sense?

Spell tiers: it's determined by the level column. To see a list of how the ranges correspond to tiers, use the "spell knowledge" command under the knowledges menu ('~'). It varies by class, but the common theme is this:

1. Each tier spans ten levels, except the highest always ends at 50.
2. Tier 1 starts at the first level where you can learn spells.

When you're improving/specializing/mastering a spell, it is typically one tier higher per level of improvement. This is not the cases for Mages and High Mages, though - for them, improvement can happen every 7 additional levels, so for instance, a High Mage of chaos can:

* Learn Magic Missile at level 1 (tier 1)
* Improve Magic Missile at level 8 (tier 1)
* Specialize Magic Missile at level 15 (tier 2)
* Master Magic Missile at level 22 (tier 3).

The problems with displaying tiers in the spellbook menu are:
1. It's potentially confusing - do we display the tier the current learned level is, or the tier the next improvement would be? Arguably the latter is the more important, but either way the player could get confused.
2. Most of the time it doesn't matter, so it clutters up the display.
3. If we do display the tier for the next improvement this is silly for Priests, Paladins, and Monks who can't ever improve spells.

In the next version, when you "try" a spell to learn (e.g. G a F instead of G a f) it will mention the tier slot that will be used in the verification prompt.
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Old January 18, 2011, 09:41   #87
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Looking forward to the next version - it'll be easier to think about tiers with more information. Will saves be compatible?

Also, I finally got my hands on Chaos Channels (3rd chaos book) and was bummed to find out Disintegrate (previously my favorite offensive spell) has been turned from a ball to a beam! What was the reasoning behind that? I suppose it's still a pretty good spell but I dunno, I liked it as a ball.

Currently hunting the shops for some item that can give me rPois. I saw a ring of poison freaking IMMUNITY on sale recently but it was after I'd just blown all my cash on some other great item and of course once I got back to 60k gold it was gone.

Also, are the types of monsters you see outside a dungeon entrance an indication of what's going to be inside and does that have anything to do with the birth option about generating themed dungeons? If so that's all the more reason to steer away from dungeons with hounds outside, besides inevitably being blasted by dozens of breath attacks before making it to the staircase.

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Old January 18, 2011, 14:43   #88
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Also, are the types of monsters you see outside a dungeon entrance an indication of what's going to be inside and does that have anything to do with the birth option about generating themed dungeons? If so that's all the more reason to steer away from dungeons with hounds outside, besides inevitably being blasted by dozens of breath attacks before making it to the staircase.
Yes, the dungeon guardians are generated from the dungeon's theme and depth. The guardians of deep dungeons can be extremely lethal.

Planar dungeons, as you mention, are frequently full of hounds, dragons, vortices, and angels. They're obnoxious. But they're also full of lesser vaults containing more stat potions than you'll find in other dungeon types. Despite the annoyance, I frequently find myself hanging out in planar dungeons in order to finish raising my stats.
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Old January 18, 2011, 15:54   #89
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Good to know...I've barely been finding stat gain potions. Did manage to pick up a ring of poison immunity though...bring it on drolems. If there are drolems in this variant.

Also, it seems like all the dungeon levels I'm getting are quite small, like the size of a quest level - the size where if you show them on the map they fill the screen but are shown in full detail. Is that another aspect of themed dungeons?

Edit: Just got a quest to "find Ringil." Seriously. And they told me which dungeon to look in, so needless to say I started heading into that dungeon pretty quick. Before long I found it, clvl 30, dlvl in the high 40s. I had been thinking the quests seem pretty overpowered (thousands and thousands of gold, experience AND possible stat gain, just for killing some unique orc?!) but this seems ridiculous! Anyway, now I'm carving through monsters like butter that used to give me trouble even with "The Dagger of Fiona" which was also pretty kickass, but which I found legitimately.

Finally, Hold Life seems to greatly reduce the amount of EXP I lose from attacks (mostly freaking Bloodletters of Khorne) but it doesn't fully stop them. Is there a way to double resist it?

Last edited by Jude; January 21, 2011 at 10:04.
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Old January 23, 2011, 01:52   #90
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I've never had a quest for Ringil over a good three dozen characters, so you just got lucky there.
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