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Old May 16, 2017, 16:30   #21
nikheizen
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Quote:
Originally Posted by Seravajan View Post
Where is the Munchkin personality in the 6.1.0 version? Can not find it anymore.
Replaced by the Quickband birth option.
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Old May 17, 2017, 13:34   #22
Seravajan
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Quote:
Originally Posted by nikheizen View Post
Replaced by the Quickband birth option.
Explanation please because I never played Quickband.
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Old May 17, 2017, 18:18   #23
wobbly
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Quote:
Originally Posted by chris View Post
Here's another quick update: 6.0.3 (sites.google.com/site/poschengband/home).

[3] This version adds an option to "reduce_uniques" to a specified percentage of the total. For those of you (including me) who think the game is too long, you might want to check this option out. The way it works is that dungeon guardians (if !no_wilderness), questors (q_info.txt), bounty uniques (20 randomly chosen) and any FIXED_UNIQUE monsters (r_info.txt) are excluded. Then, the remaining uniques are reduced to the indicated percentage (smoothly distributed by monster level ... see _reduce_uniques in py_birth.c). If you really want a shorter game, try setting no_wilderness, reduce_uniques (10%) and quickband (see below).

[4] Quickband: I've wanted an option for a faster game for a long time. With reduce_uniques, I think it is finally reasonable. This is new and untested, so probably needs some tuning. How does it work? With this option you get:
[4.1] Double experience from kills
[4.2] Stat boosts every 3 levels rather than every 5
[4.3] Better object drops
[4.4] More object drops
[4.5] !Healing, _Healing, and !Curing are all buffed. No need to wait for a huge pile of *Healing*. This option is really designed to work with reduce_uniques and, probably, no_wilderness as well. After all, exploring all the various dungeons is hardly a quick way to play! This option is designed to replace the Munchkin personality which I found to be quite a bit too much.
blah blah, minimum characters to post blah.
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Old May 19, 2017, 05:34   #24
Roch
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Any one have trouble seeing the characters with darker colors in game? It's probably my presbyopia kicking in, but the dark reds, browns, grays, and even blues are becoming more challenging to see. So refreshing to have high contrast white on black.
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Old May 19, 2017, 09:43   #25
Pete Mack
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@Roch--try messing with the gamma correction. I believe it used to be possible to modify in game, and may still be so.
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Old May 19, 2017, 10:47   #26
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Whatever was done to the html dumps for 6.1.0 prevents winning dumps from being accepted as actual dumps by oook.cz.

Also I should note that genocide works on unique monsters in 6.1.0, luckily elliptic patched it and I used his version for my winning character.
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Old May 19, 2017, 17:03   #27
Derakon
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Quote:
Originally Posted by Pete Mack View Post
@Roch--try messing with the gamma correction. I believe it used to be possible to modify in game, and may still be so.
I dimly recall that you can modify the colors in-game using %, ^, or &.
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Old May 19, 2017, 18:57   #28
Pete Mack
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Yeah, but it's a pain. Fixing the gamma was/is a lot simpler.
Quote:
Originally Posted by Derakon View Post
I dimly recall that you can modify the colors in-game using %, ^, or &.
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Old May 21, 2017, 17:45   #29
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Was there any changes in unresistable monster dispel?
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Old May 21, 2017, 23:02   #30
HugoTheGreat2011
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Was there any changes in unresistable monster dispel?
Not that I recall - probably no change to this at all
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