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Old September 17, 2018, 20:53   #31
Nick
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Quote:
Originally Posted by Ingwe Ingweron View Post
Ticket #2071 - should also include "decoy" as having the same problem.
Thanks, fixed.
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Old September 18, 2018, 04:04   #32
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You probably should add a ticket for my suggestion of implementing the choice between the new and old class systems as a birth option, since that's pretty obviously preferable to the current situation where the old classes are provided as an alternative configuration file that needs to be renamed to classes.txt in order to be usable.
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Old September 19, 2018, 15:00   #33
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I don't know if anyone else has run into this, but rogues are dropping a truly ridiculous number of ?pd in my first run through 4.1.3. I cleared out a room of them and found a pile of 32 outside the door plus five more piles inside -- adding up to a total of 47 from a single room! Each additional rogue I kill drops another pile of them.

Nick, can you fix this so they drop !aug instead?
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Old September 19, 2018, 16:26   #34
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A cutpurse is 35% of 1-3, a bandit 45% of 1-3 and a brigand 70% of 2-6. As you noticed it get ridiculous with a group, such as a pit, an average of 2/3 / cutpurse or 2.8 / brigand. Plus they can drop extra through their normal drop too.
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Old September 20, 2018, 12:44   #35
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Thought I'd try the latest build to check out the new classes, and got this during character creation. Are half-elves meant to be subject to dwarfism or is this a bug?

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Old September 20, 2018, 12:55   #36
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Also: only 1.1 blows?
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Old September 20, 2018, 13:39   #37
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Originally Posted by Pete Mack View Post
Also: only 1.1 blows?
Well spotted! I'm clueless about how that gets calculated, and the documentation doesn't really help with that.

I'd be happy to help update/expand documentation (I'm a tech writer and have a lot of free time on my hands at the moment) if people are willing to field questions. I have enough understanding of C lib files to figure some things out on my own, but I'm not a programmer and my maths skills are limited. What I *do* understand is the non-coder's POV, which is something usually lacking in open source projects.

I've been deterred in the past because the response to previous offers to contribute has been pretty much "figure it out yourself" (this applies to every open source project I've ever been even tangentially involved with), but maybe if I started a thread for discussion of documentation issues?
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Old September 20, 2018, 14:02   #38
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Blackguard has a minimum weight and from memory a 5lb Sabre. Not in front of the computer. I can post the blow calculation later, though how you'd make it easily readable, I'm unsure.
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Old September 20, 2018, 14:21   #39
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That is the birth screen with 1d1 fists. It should show the maximum possible blows. I am surprised it is only 1.1 for half-elf or human.
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Old September 20, 2018, 14:38   #40
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Quote:
Originally Posted by wobbly View Post
Blackguard has a minimum weight and from memory a 5lb Sabre. Not in front of the computer. I can post the blow calculation later, though how you'd make it easily readable, I'm unsure.
Ah, but that's the part I don't need help with.
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