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Old January 4, 2009, 01:59   #1
Malak Darkhunter
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Playing Angband noticed a few oddities

Okay playing latest development version angband, a few things I noticed are 1.) Eating mushrooms of clear mind says (you feel resitant to poison). Shouldn't that message be (your head clears?) 2.)yep fear is still messed up, particular the priest spell remove fear, dosen't work, I can attack creatures sometimes while afraid, and sometimes while not under the effects of fear (not displaying fear when status goes back to normal), I get the message that I am afraid. 3.) Staff stacking- I had a staff of identify with 1 charge remaining, bought a new staff that had 16 charges, it stacked in my inventory, so decided to sell 1 of the 2 staffs I now had, it came up as trying to sell a staff of identify with 8 charges. The charges split between the 2 staffs I had in my inventory, so after selling 1 staff, I now had 1 staff of identify with 8 charges. Shouldn't you be able to sell the staff that had 1 charge, instead of the charges being split between the 2 staffs. I will probably turn of item stacking.
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Old January 4, 2009, 02:19   #2
Malak Darkhunter
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Also one more thing, I had posted this before, but let's examine it. I don't agree with worthless items showing up as magical, after you psdu-id them. I had 5 items in my pack appearing magical that turned out later to be worthless junk, (damaged) goods. I would think a character would be able to know the difference between damaged equipment and usable equipment. For instance I pick up a shredded cloak with a bunch of holes in it, my character wants to id that as magical? Why not just classify that as (worthless), when it is psdu-id'ed?
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Old January 4, 2009, 04:11   #3
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Quote:
Originally Posted by Malak Darkhunter View Post
Also one more thing, I had posted this before, but let's examine it. I don't agree with worthless items showing up as magical, after you psdu-id them. I had 5 items in my pack appearing magical that turned out later to be worthless junk, (damaged) goods. I would think a character would be able to know the difference between damaged equipment and usable equipment. For instance I pick up a shredded cloak with a bunch of holes in it, my character wants to id that as magical? Why not just classify that as (worthless), when it is psdu-id'ed?
The change from (bad) and (good) to (magical) was intentionally made (not by me). It definitely hurts starting characters attempts to earn money early in the game.

I find that it encourages me to stop trying to sell "good" items a little earlier than I would have otherwise, and to prefer selling staves and wands.

If I had to guess, I would say that it was added to balance out the (much faster) pseudo-id code that was added. It might also be to encourage people to go deeper earlier. For me it's already a net win, although I certainly think (bad) and (good) are "nicer" at shallow depths.
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Old January 4, 2009, 12:32   #4
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Quote:
Originally Posted by Malak Darkhunter View Post
3.) Staff stacking- I had a staff of identify with 1 charge remaining, bought a new staff that had 16 charges, it stacked in my inventory, so decided to sell 1 of the 2 staffs I now had, it came up as trying to sell a staff of identify with 8 charges. The charges split between the 2 staffs I had in my inventory, so after selling 1 staff, I now had 1 staff of identify with 8 charges. Shouldn't you be able to sell the staff that had 1 charge, instead of the charges being split between the 2 staffs. I will probably turn of item stacking.
This has been the case since staff/wand stacking came in. (The other two bug reports have been noted already and will be fixed in due course.)
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Old January 4, 2009, 16:38   #5
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Thanks for the info, I do like the faster psdo-id, the changes I gues will take a little getting used to. Overall I like the direction the game is going, there is 2 things I would like to see. 1.) The ability to drop gold in your home-this would help begining characters keep a little after they are robbed of everything they have. 2.) There dosen't seem to be enough ability restoration potions, it sort of feels like playing moria, I played for hours before a store finally stocked a potion of restore strength.
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Old January 4, 2009, 17:05   #6
Malak Darkhunter
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Okay this is deffinantly a bug, on game reload the priest spell (slow poison) is forgotten and you have to relearn it all over again, but at least it does give you 1 gain spell to relearn it with, so far this is the only spell that you repeatedly have to relearn.
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Old January 4, 2009, 17:59   #7
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Quote:
Originally Posted by Malak Darkhunter View Post
1.) The ability to drop gold in your home-this would help begining characters keep a little after they are robbed of everything they have.
If you were allowed to drop gold, then suddenly gold stealing monsters would be no threat at all. With practice, it's easy to learn to avoid them so that you don't get robbed of everything they have anyway.

Quote:
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Okay this is deffinantly a bug, on game reload the priest spell (slow poison) is forgotten and you have to relearn it all over again, but at least it does give you 1 gain spell to relearn it with, so far this is the only spell that you repeatedly have to relearn.
This is known about and will be fixed soon.
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