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Old May 21, 2017, 19:45   #41
Pete Mack
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The original default was to dump everything in DEX, which doesn't affect magic devices and only helps archery a limited amount. Whether the CON/DEX split is 14/12 vs 13/13 is relatively immaterial. Either is better than the tedious 0/16. I'd prefer to be comfortably above 266HP not too long after Drolem depth.

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Originally Posted by wobbly View Post
I'd probably even split dex/con on a priest on the grounds that neither are going to matter that much till I've been in stat gain for a bit. Chances are your weapons to heavy to get any extra blows with out a ton of !dex unless you find a thanc or forasgil & just ignore the pointy. Just about any wand off the ground is going to be better then your melee or grabbing a wand of wonder/stinking cloud/mm from the magic shop. I understand Pete's point a lot more if we're talking about a mage.

Otherwise I found the allocation just fine & could melee trash mobs around the point protection from evil & a bunch of AC started working.
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Old May 21, 2017, 21:39   #42
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I go 12 str 8 dex for non-casters and 12 mag 8 str for casters. Con does next to nothing in the early game.
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Old May 23, 2017, 00:43   #43
wobbly
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So still on 736-ga6a82bf, recalled straight to dlvl 99 searched the level Sauron is not there. Cast Alter Reality, he's still not on the level, will try going up then back down again soon. What kind of evil sorceror doesn't turn up to his own death party?

Edit: < then > worked

Last edited by wobbly; May 23, 2017 at 02:19.
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Old May 23, 2017, 18:40   #44
bron
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I'm not sure if this is the right place to post, but here are a few issues I've had with the nightly. I downloaded the version I'm using on 15May2017. It identifies itself as angband-a6a82bf45846155e267b0a54e8ddbcb04e8bc47f

1) I have a weapon of Extra-Attacks in my inventory, but I do not yet know the Rune of attack speed. If I 'I'nspect the weapon before I wield it, the "blows per round" number is nevertheless reported factoring in the extra attacks (i.e. even before I know the Rune).

2) If an ego object with an unknown rune is in a store, the name of the ego is given. If an object with an unknown rune is in my home, the ego name is *not* given. This is clearly the correct behaviour. However, if i 'l'ook at the object in my home, the extended description *does* give the ego name. (e.g. "Mace of Slay Dragon", or "Iron Helm of Night and Day", even without knowing the relevant rune(s).)

3) I have an object with multiple curses in my inventory. I now remove one of the curses. The 'cursed' flag is removed, and if I cast Remove Curse again, I am told that I don't have any cursed items. If I then drop the item on the floor, the {cursed} flag comes back, and I can now attempt to remove another one of the curses from the item.

4) Vorticies are affected by the "poison" brand. Since they are non-living, it seems as if they should be immune to poisoning.

5) I set the option to report the amount of damage my blows do to the monsters. If I throw something at a monster (i.e. 'v') instead of 'f'ire something, the game does not report the damage done by the thrown object.

6) The splash page still says "4.0.5" rather than "4.1 alpha" (or whatever).
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Old May 23, 2017, 22:14   #45
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Quote:
Originally Posted by wobbly View Post
So still on 736-ga6a82bf, recalled straight to dlvl 99 searched the level Sauron is not there. Cast Alter Reality, he's still not on the level, will try going up then back down again soon. What kind of evil sorceror doesn't turn up to his own death party?

Edit: < then > worked
Yeah, I think I've seen something like this too. Will investigate.
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Old May 23, 2017, 22:16   #46
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Quote:
Originally Posted by bron View Post
I'm not sure if this is the right place to post, but here are a few issues I've had with the nightly. I downloaded the version I'm using on 15May2017. It identifies itself as angband-a6a82bf45846155e267b0a54e8ddbcb04e8bc47f

1) I have a weapon of Extra-Attacks in my inventory, but I do not yet know the Rune of attack speed. If I 'I'nspect the weapon before I wield it, the "blows per round" number is nevertheless reported factoring in the extra attacks (i.e. even before I know the Rune).

2) If an ego object with an unknown rune is in a store, the name of the ego is given. If an object with an unknown rune is in my home, the ego name is *not* given. This is clearly the correct behaviour. However, if i 'l'ook at the object in my home, the extended description *does* give the ego name. (e.g. "Mace of Slay Dragon", or "Iron Helm of Night and Day", even without knowing the relevant rune(s).)

3) I have an object with multiple curses in my inventory. I now remove one of the curses. The 'cursed' flag is removed, and if I cast Remove Curse again, I am told that I don't have any cursed items. If I then drop the item on the floor, the {cursed} flag comes back, and I can now attempt to remove another one of the curses from the item.

4) Vorticies are affected by the "poison" brand. Since they are non-living, it seems as if they should be immune to poisoning.

5) I set the option to report the amount of damage my blows do to the monsters. If I throw something at a monster (i.e. 'v') instead of 'f'ire something, the game does not report the damage done by the thrown object.

6) The splash page still says "4.0.5" rather than "4.1 alpha" (or whatever).
Yes it is, and thanks.
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Old May 24, 2017, 19:37   #47
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Regarding the whole "ID by use" and "Rune" thing: I find ID'ing things to get kinda tedious pretty quickly. However, I do like the notion that your character advances in knowledge, as well as advancing in experience. Once you get deep down in the pits, the rune system lets you ID almost everything on sight, which is a huge time savings when you're looking for equipment. So, personally, I think that "Identify" (both the spell and the scroll) should work on consumables as well as equipment, and that you should be allowed to sell equipment with unknown runes to the shops, which would then make the rune(s) known to you. [Right now for instance, if I sell a ring to the magic shop, it buys it, and puts it up for sale, calling it a Ring of the Dog, but this transaction does NOT cause me to learn the Rune for some reason; I have to buy it back.]

This makes ID'ing things a lot easier and quicker, but without doing away with ID entirely. I think it also make the ID spell more useful, since now maybe you don't have to waste that first Potion of Life you found in order to ID it. And I very much like the fact that when you're wading though piles of equipment after clearing a vault or a pit, you can quickly zero in on the potentially useful stuff. It seems like a good and effective answer to the TMJ problem.
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Old May 28, 2017, 02:02   #48
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I've noticed a problem with Rune ID: When I kill a monster, and it scatters stuff on the floor, the newly created stuff does *not* have their Runes identified e.g. when I 'l'ook at it, it just says "Leather armor". However, if I now save the game (cntrl-X) and restart, now the items are Rune identified (e.g. "Leather armor of Resistance"). This is also true when I drink a potion of Enlightenment: all the items on the level are made visible, but not ID'd, but if I save and restore, then all the items on the level are ID'd (even if they are not in line-of-sight). I don't know if this happens with artifacts too, or not.

I'm assuming that the items are supposed to be ID'd immediately (and in particular, any squelched items should never even be seen in the first place), but regardless, the current inconsistent behavior is clearly wrong.
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Old May 28, 2017, 03:04   #49
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Quote:
Originally Posted by bron View Post
Regarding the whole "ID by use" and "Rune" thing: I find ID'ing things to get kinda tedious pretty quickly. However, I do like the notion that your character advances in knowledge, as well as advancing in experience. Once you get deep down in the pits, the rune system lets you ID almost everything on sight, which is a huge time savings when you're looking for equipment. So, personally, I think that "Identify" (both the spell and the scroll) should work on consumables as well as equipment, and that you should be allowed to sell equipment with unknown runes to the shops, which would then make the rune(s) known to you. [Right now for instance, if I sell a ring to the magic shop, it buys it, and puts it up for sale, calling it a Ring of the Dog, but this transaction does NOT cause me to learn the Rune for some reason; I have to buy it back.]

This makes ID'ing things a lot easier and quicker, but without doing away with ID entirely. I think it also make the ID spell more useful, since now maybe you don't have to waste that first Potion of Life you found in order to ID it. And I very much like the fact that when you're wading though piles of equipment after clearing a vault or a pit, you can quickly zero in on the potentially useful stuff. It seems like a good and effective answer to the TMJ problem.
This seems pretty reasonable to me too. What do others think?

Thanks for all the analysis of ID, that clarifies a few things for me.
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Old May 28, 2017, 03:29   #50
Pete Mack
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this is more or less how enlightenment works already: you get the ego type, but not the pvals...seems reasonable.
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