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Old June 3, 2019, 12:54   #471
Nick
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Quote:
Originally Posted by jevansau View Post
Trying a High Elf Necromancer with the latest build, 445, and I think there is an issue with light in that the square I am on is always lit, and I appear to have the corresponding spell failure rate.
No light source and no light emitting equipment. In fact I saw this right from the start with nothing equipped.
Nice catch, I've stuffed up the lighting system. Working on a fix now.

EDIT: OK, found and fixed, the fix will be in the next build.
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Last edited by Nick; June 3, 2019 at 13:15. Reason: Done!
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Old June 3, 2019, 15:15   #472
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I'm still periodically playing my April 29th nightly build of High Elf Warrior and am noticing that staves on the ground disappear when I walk over them.

https://youtu.be/rbu7qFMW1Nc

I'm not picking the staves up (also notice that the tile where the staves are is black and not a dot).
Quote:
  • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
Yippee!!! Man I do appreciate upgrades like this! I do tire of trying to dig through granite because I thought I was on my digger when I was actually on my main gauche.

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You must some spread Reputation around a bit before you give it to Nick again
Oh, poo....
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Old June 3, 2019, 15:50   #473
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Quote:
Originally Posted by Nick View Post
  • Upgrade to digging: the tunnel command automatically uses the best digger the player has in their pack if its better than what's currently in the weapon slot (at no turn cost)
Hello Nick,
Thanks for the update, one question about diggers - can such an improvement be added for rings of digging? i usually prefer carrying a ring because the diggers are heavy. I know that it can go into 2 slots but the w - <ring of digging> - c/d - T - w - <original ring> - c/d is also boring so I think auto-replacing with the worse ring would be fine (I don't remember seeing a randart armor/gloves etc with tunneling bonus but it would be also an interesting point if those should be used).
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Old June 3, 2019, 21:56   #474
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Quote:
Originally Posted by Adam View Post
Hello Nick,
Thanks for the update, one question about diggers - can such an improvement be added for rings of digging? i usually prefer carrying a ring because the diggers are heavy. I know that it can go into 2 slots but the w - <ring of digging> - c/d - T - w - <original ring> - c/d is also boring so I think auto-replacing with the worse ring would be fine (I don't remember seeing a randart armor/gloves etc with tunneling bonus but it would be also an interesting point if those should be used).
I kind of think no. To me rings of digging are a small quality of life improvement for when you have nothing better for the ring slot, and the main means of digging should be a digging tool. That's actually part of what's behind this - encouraging players to use a digging tool instead of their weapon.

What do others think?
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Old June 3, 2019, 21:57   #475
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Nice catch, I've stuffed up the lighting system. Working on a fix now.

EDIT: OK, found and fixed, the fix will be in the next build.
Actually I have realised there's a deeper flaw in the lighting changes, it will require some more thought.
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Old June 3, 2019, 22:30   #476
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Quote:
Originally Posted by Nick View Post
I kind of think no. To me rings of digging are a small quality of life improvement for when you have nothing better for the ring slot, and the main means of digging should be a digging tool. That's actually part of what's behind this - encouraging players to use a digging tool instead of their weapon.

What do others think?
Sounds like a tweak to be exploited without actually benefiting the game-play.

I actually preferred the old "Auxiliary Weapon" field in the Equipment list. I would usually stack that with my preferred digger so I could easily switch between combat and digging mode.

I'm leary of automation to the inventory/equipment list as it can easily creep to other equipment as in the example mentioned. A large part of the game is having to make those choices as to what to equip vs. what's lurking around in my pack "just in case". Sometimes you forget to use the better device... that's part of the experience and how we get better.
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Old June 3, 2019, 22:33   #477
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Rings of digging give STM, which lets you set up a fight for archery. They also give you +4 or better digging with zero weight, which is far better than any non-artifact digger. So yeah they matter, ar leadt until you are strong enough to knock doen walks
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Old June 4, 2019, 05:52   #478
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Was the change that made TO-ing sleeping monsters not wake them intentional? I assume it happened when you made sleep monster not wake things, it's been there for a while I've just never been sure whether it was a bug or deliberate.
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Old June 4, 2019, 06:19   #479
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Code:
/* Monster is too pathetic, don't bother */


 
	if (mon->race->level < p->lev / 2) return false;
I'm not convinced by this, 295 turns in my lvl 4 kobold blackguard thinks soldiers are too pathetic even though they are still dangerous to him.
Edit:Oh he doesn't yet, I'd need to be lvl 6, still seems.. possibly iffy

Last edited by wobbly; June 4, 2019 at 10:04.
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Old June 4, 2019, 10:37   #480
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It seems odd to me that a blackguard gets 1.6 initial blows with a dagger, while a rogue gets 3. Shield bashes compensate this in the early game?
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