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Old March 27, 2019, 05:59   #71
Mark
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Bug in disable traps?

I'm only playing my second, serious character in v4 game, so this may be lack of understanding of how traps work, but it seems odd to me that a Rod of Disable Traps appears to remove traps, but then they re-appear ~30 turns later! Is that intentional?
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Old March 27, 2019, 06:44   #72
wobbly
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Quote:
Originally Posted by gglibertine View Post
Quick question: is there still any actual use for items of Door Destruction?
Arguably it's faster then picking a lock if you're running away you just don't use it because phase door is a thing. The escape tools come in the wrong order for conventional escapes to be useful.

These are door/trap destruction in some variants. I still don't use them but that would possibly see some use in V up until the point you run out of inventory slots.

My memory is suggesting it was this way in V and they got nuked with the trap changes?

Last edited by wobbly; March 27, 2019 at 06:55.
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Old March 27, 2019, 16:34   #73
Hounded
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Do Rogues have to use "Books"?

Quote:
Originally Posted by Youssarian View Post
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.
It's always seemed a bit of a disconnect for me that the Rogue uses magic books. If they have their own set of "books" is there some reason not to re-flavor them as something more physical/skill based? I'm thinking "Basic Thieves Kit", "Burglars Pack", "Manual of Tricks, Traps & Snares", "Hustlers Kit: Smoke & Mirrors".

The game mechanic remains the same but it makes it seem more like a skill they have instead of "oh yeah, they have magic too". Think Batman as opposed to X-Men.

The same logic could easily apply to the Ranger but it doesn't jar me so much when they use "spells".
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Old March 27, 2019, 19:45   #74
Sky
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Quote:
Originally Posted by Mark View Post
I'm only playing my second, serious character in v4 game, so this may be lack of understanding of how traps work, but it seems odd to me that a Rod of Disable Traps appears to remove traps, but then they re-appear ~30 turns later! Is that intentional?
It's actually a Rod Of Temporarily Disable Traps.

yes, it's intentional. just disarm the trap by walking on it.
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Old March 28, 2019, 06:14   #75
Kinematics
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A clarification on the glitch that leaves text on the right edge of the screen:

When I saw additional text running down the screen, other than just the leftover ) from a shop description, it seems it came from the magic item shop. Specifically, staves and wands with multiples of each, that have "Avg" to the right of the price, leaves the "v" of "Avg" on screen after leaving the shop. Since the "g" is wiped, I'm guessing there's an off-by-one error somewhere in determining which area of the screen to clear and redraw.
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Old April 19, 2019, 13:22   #76
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A quite unexperienced @ found an un-IDd Main Cauche when exploring DL9 (Main Cauche (1d5) (+0, +0) {??}). Interestingly the only question marks in the character screen are for attributes.
Click image for larger version

Name:	dagger.jpg
Views:	7
Size:	22.3 KB
ID:	1723
Save: dagger.zip

Edit: Save and restart seems to have fixed the issue.
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