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Old January 19, 2018, 15:49   #61
Derakon
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Quote:
Originally Posted by Nick View Post
The amount of lava damage is random (100 + 1d100), and you get the prompt if you are going to do more than 1/3 your current HP in damage. So if you have 300-600 HP, you will sometimes get a message and sometimes not.
This feels weird to me. What would be wrong with just always prompting?
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Old January 19, 2018, 16:13   #62
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Thanks, will check.
I forgot to mention, I think it only happened in cases where the screen scrolled during the walk... it looked like the new screen was drawn up until the lava tile, and the previous screen was drawn after it.
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Old January 19, 2018, 22:32   #63
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Every 40 missiles you carry takes an inventory slot, so the 40 and 17 are just showing you that you have 57 total.
Thanks for the info, I just thought my inventory would show how many was in each quiver seperately, but stacking to 40 is fine. If I need to use a particular arrow, I can always use "f"


Quote:
Originally Posted by Nick View Post
The amount of lava damage is random (100 + 1d100), and you get the prompt if you are going to do more than 1/3 your current HP in damage. So if you have 300-600 HP, you will sometimes get a message and sometimes not.
The damage caused by lava must be a lot less than (100 +1d100). I only had around 140 when I posted that message.

It seems like lava damage is closer to (50 + 1d10)

I was at Dl15 last night with 170 or so, and never even got a prompt, it just let me walk right into it. It did around 50-60 each time. That could explain why I didn't get a prompt that time, since it's less than 1/3 of my max hp.

Does fire resist lower the damage caused by lava? That could be why I didn't take as much.
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Old January 20, 2018, 17:05   #64
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killed by something

was fighting emperor wight, had ring of see invisible on, emperor wight casted a nether bolt

The message was Somthing ... but the tombstone revealed it was the emperor wight.

Looks like a bug to me, that the message tells the player something instead of emperor wight.
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Old January 24, 2018, 10:25   #65
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The debug command to generate objects is completely broken. I was trying to generate a morning star (+x,+y) and then a morning star of slay orc (+x,+y) to verify something about pricing, but I can't choose the ego nor change the hit/dam bonuses on the ego item, and when I try to change the hit/dam bonuses on the enchanted item by rerolling it as good the game simply crashes...
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Old January 24, 2018, 10:30   #66
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Btw I just checked and both morning stars sell for the same price. You even get more money for the regular one if you don't know the slay orc rune...

Apparently, the power of slays/brands is ridiculously small compared to the rest of the object properties. The low slays for example contribute to a couple % to the power calculation, and that power is then multiplied by the dice power and divided by 100, which most of the time results in zero added power.
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Old January 28, 2018, 04:41   #67
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OK, there is a new update to master with the weapon damage bug (I think) fixed. Available on the nightlies page.

Quote:
Originally Posted by PowerWyrm View Post
Looking at the code, the only difference is that now it uses calc_bonuses() instead of doing some hack for off weapon extra blows.

*details snipped*
Actually, it was that my hack to put back in the original STR and DEX (needed for calculating hypothetical extra blows) was happening too early, so it was factored into the STR, DEX adjustments to to-hit and to-dam. Fix was to only re-adjust STR and DEX right before the blows calculation in calc_bonuses().
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Old January 28, 2018, 16:46   #68
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Fine wine doesn't remove fear. My status reads: "Afraid, bold".
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Old January 28, 2018, 19:54   #69
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Fine wine doesn't remove fear. My status reads: "Afraid, bold".
My guess is you have something which gives permanent fear, like a ring of escaping.
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Old January 28, 2018, 21:46   #70
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I quaffed a !Heroism which removed the fear. I had been made afraid by an acolyte or apprentice.
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