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Old August 13, 2017, 08:42   #11
Mocht
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Gnome mages can teleport you away, more monsters can summon, the guy at the bottom of stronghold can now summon uniques, this is a huge change
Is it just me, or have the drops improved as well

I think I have found a bug
Trying to autodestroy cursed ammo, it doesn't work and in the autodestroyer commands it says that I want to destroy good ammo

Are sappers more deadly now
Is dazed a new status ailment
Could door mimics paralyze before

Telepathy is less informative

Last edited by Mocht; August 13, 2017 at 09:53.
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Old August 13, 2017, 16:59   #12
HugoTheGreat2011
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Quote:
Originally Posted by Mocht View Post
Gnome mages can teleport you away, more monsters can summon, the guy at the bottom of stronghold can now summon uniques, this is a huge change
Is it just me, or have the drops improved as well

I think I have found a bug
Trying to autodestroy cursed ammo, it doesn't work and in the autodestroyer commands it says that I want to destroy good ammo

Are sappers more deadly now
Is dazed a new status ailment
Could door mimics paralyze before

Telepathy is less informative
Welcome to the world of PosChengband!

I'm not sure if the drops improved that much since I always play my staple Tonberry Skillmaster combo every time. The increased summoning is kind of new - it was toned in the version 2.x - 3.x days. The dazed ailment is a light player stun - Chris had changed the player stunning mechanics a bit. And yes, monsters can banish you away.

Sappers and packs are more dangerous now. I don't recall if Door mimics could paralyze befofre. The less-informative-telepathy is new and forces more strategy on the player.
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Old August 15, 2017, 08:16   #13
Montana71
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don't think I'm going to download the 7.x the melee nerfs sound way to strong 20 little things hitting me with some paralyze or somesuch and they each have a separate roll = one will roll a 20 and I'm screwed 6x just came out recently seems less brutal on melee play
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Old August 15, 2017, 16:44   #14
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Seems the Virtue system is friendlier, no longer as punishing to players for actually killing monsters.
I had been turning it off as uselessly annoying, but new version, so everything is on
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Old August 15, 2017, 23:17   #15
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Ah, how to tell your new mage character is doomed? Step down to 50' and there two steps away, a Main Gauche of Westernesse.

- Bug with the Hex spellcasting error message, Attempting the second spell without canceling the first yields the error "Can not spell while spell more."
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Old August 16, 2017, 03:02   #16
nikheizen
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More findings:

Pretty much every element can now be an aura.
Hellfire is now an element, which I have seen in the form of a hellfire lance from one of the black 'p' monsters.
A bunch of new spiders with damage auras, jump, and plenty of their damage type on their attacks.
You can no longer use Phase Door to teleport out of vaults. Instead it fails without printing a message and wastes your turn. This is really dumb.
!Healing no longer seems to cure poison, but says it does in its description.

Don't melee Venom spiders without a source of poison removal. Yikes!

You probably want to be carrying around a source of poison removal for much of the game now:
_Curing !Curing !Neutralize Poison all remove 100 points off your poison counter in my experience.

Last edited by nikheizen; August 16, 2017 at 03:08.
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Old August 16, 2017, 04:58   #17
Mocht
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"Also these questions, for you Mocht" - I appreciate it
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Old August 16, 2017, 05:23   #18
jupiter999
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Question

Sorry if I asked a noob question.
Is it ok to migrate saves from version 6.1.0?
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Old August 16, 2017, 06:02   #19
krazyhades
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nope, 7.0 breaks savefile compatibility with the 6.x versions
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Old August 16, 2017, 09:08   #20
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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
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