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#61 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
There is also a change, suggested by Julian, so the keymap termination key is '=' instead of '$'. This is to allow the $ key to be used for future commands or keymaps, where the = kay is already a command and unlikely to be used in keymaps. Apologies to all the people who had a keymap for changing their hitpoint warning or whatever ![]()
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#62 |
Swordsman
Join Date: Apr 2020
Location: DC Area
Posts: 272
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Is there any reason that rods of Magic Mapping had their success rates nerfed?
I mean, it's a utility spell. I don't use it much in battle. I just have to keep hitting n 10 times in a row (33% - sure it is...) It's really just an annoyance. |
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#63 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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No. It should be depth 30 with initial frequency 0 to make it easier.
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#64 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
This is not the first complaint there's been, we may need to tweak parameters.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#65 |
Knight
Join Date: Jul 2009
Posts: 632
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Well, it is an opinion thing yeah. Personally, I feel that level should play a bigger role than race/class. I am lacking in my lore to give good examples I guess, but in the line of thinking for example that an epic level warrior is so experienced that yes, he can activate magic items. Whereas a newb mage's only skills are in activating stuff and casting a single spell.
Total skill (class*level+race) would be more the bonus effects, while level modified with class would be the activate chance (level+class+race). In order of importance. |
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#66 |
Rookie
Join Date: Jul 2021
Posts: 3
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Bug?
Hello,
I don't really use github not sure if bug anyway. A few things I've never seen before and not listed as new features/changes. Recently had a new level which was peculiar in how long it took to create. Then it was a cave level that had a simple vault in it, but the vault would not be revealed by a magic map. I've attached screenshot. I was coming from the left side of screen, as I hit the vault I did a magic map and everything to the right showed up, but not the vault. Also attached screen after clearing vault. edit - fyi, compiled (which I've done many times) for raspberry pi |
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#67 | ||
Adept
Join Date: Aug 2014
Posts: 175
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#68 |
Rookie
Join Date: Jul 2021
Posts: 3
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change to keymaping?
Thanks for info on map design not being a bug.
Noticed another change that has caused me a bit of a problem. I use roguekeys. When I hit 'x' to examine, all the navigation keys work to move around map at objects, except 'k' which seems to be working non-rogue like as 'ignore'. Pretty sure that's not how it worked before. |
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#69 |
Knight
Join Date: Mar 2015
Posts: 935
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there is a suggestion from Tangaria player Linker to auto show spells descriptions at 'b'rowse screen
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#70 | ||
Swordsman
Join Date: Aug 2019
Posts: 273
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