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Old April 13, 2021, 23:35   #21
MattB
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Sure - here you go.
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Old April 14, 2021, 22:39   #22
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Happened to me again today, but this time both entry points of the labyrinth section were blocked with granite. Again in the dlvl 20s.
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Old April 14, 2021, 22:41   #23
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I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
Is that intended?
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Old April 14, 2021, 22:57   #24
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Quote:
Originally Posted by MattB View Post
I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
Is that intended?
Sure, why not?

It's maybe a slight anomaly, but I think it's arising out of the attempt to make throwing of stuff interesting. Maybe think of it as a reflection of how crap an unenchanted sling is.
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Old April 14, 2021, 23:07   #25
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Ah. That's exactly why I thought it would be worth making some preliminary enquiries
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to see whether it is actually a bug or simply a wonderful, surprising piece of game design.
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Old April 14, 2021, 23:09   #26
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...And I quite like the idea of carrying Belthronding around whilst stubbornly lobbing pebbles at my foes.
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Old April 15, 2021, 07:58   #27
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Originally Posted by MattB View Post
I've got some venomous iron shots which do more damage when thrown than they do when fired out of my sling. This seems... odd.
The sling is a standard (x2)(+0,+0) and the shots are venom 1d5(+5,+4). Average thrown damage is 42.4 and average launched damage is 35.3.
Is that intended?
The throwing code uses a complete different calculation than the shooting code and applies a "might" factor depending on the throwing object's weight. Usually thorwing something does way more damage than shooting it for some reason...
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Old April 15, 2021, 09:21   #28
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From memory throwing works a little more like having multiple blows in the sense that it's multiplying the branded damage where as a shooter is adding to the brand multiplier.
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Old April 16, 2021, 10:07   #29
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- create a Mage
- go to 100ft
- find a sleeping apprentice
- remove torch
- stand near the apprentice
- try to cast a spell

Result: "you cannot see" message.

Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).
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Old April 16, 2021, 15:30   #30
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Originally Posted by PowerWyrm View Post
Since the apprentice is generated with a light source and standing next to him marks the square as "Light 1", you should be able to "see" so the message is incorrect. Found out the SQUARE_SEEN flag is only set if the character is wielding a light source or the square is permanently glowing (update_view).
Does this work against lit monsters?

In the necromancer thread, there was talk about not being able to cast spells well against lit monsters. Seems like the two should be related.
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