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#181 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
(BTW, you can kiss friendly monsters to attempt to make them pets). |
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#182 | |
Swordsman
Join Date: Jul 2011
Location: Vancouver Canada
Posts: 293
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Quote:
![]() On second thought, getting others to do my work, sounds like it fits the Lazy personality perfectly. Last edited by UglySquirrell; April 26, 2013 at 16:45. |
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#183 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
For next release, I'll add the DTrap status indicator (green inside detect trap region and yellow on the edge) from Vanilla. You will have a choice of visual indicators on the map (view_unsafe_grids = ON) or the status indicators (view_unsafe_grids = OFF). |
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#184 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
But, you are playing lazy anyway, and would prefer to kill the Unicorn, no? |
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#185 | |
Swordsman
Join Date: Jul 2011
Location: Vancouver Canada
Posts: 293
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Quote:
![]() I got insanely lucky with a summon pet scroll, at CL 26. Read it in the Dragons Lair and got Kokuo, Raou's Steed. He may not hit really hard, but he hits a lot, is +20 speed, regenerates and hits a lot ![]() Thanks for the detect traps tip, it works perfectly. |
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#186 |
Veteran
Join Date: Jun 2007
Posts: 1,372
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Sorry if this has been reported already, but...
There seems to be a discrepancy in how much knowledge the character has in regard to weapons display: If, say, the character has an Identified (but not *Identified*) Katana (Craft), he/she can wear it, press "C" and "w" to see that it's branded Elec/Fire/Cold, but upon (I)nspecting is told "You have no special knowledge about that item". This seems a bit off. Maybe the easy (or even right!) solution is to just replace Identify with *Identify* across the board and make normal Identify a bit scarcer/expensive? |
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#187 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Quote:
(BTW, this is handled by the object_flags_known function and is configurable with the compile option: SPOIL_EGO_ITEMS. Personally, I don't think egos should be spoiled this way until the player *identifies* at least one ego item of the corresponding type, but that's something for another day.) So I'm guessing that the object inspection command needs to also tell the player about these "known flags"? That should not be too hard to implement, I think. I'm not sure when I will get back to coding ... I'll try to remember to address this when I do ![]() |
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#188 |
Veteran
Join Date: Jun 2007
Posts: 1,372
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Obviously, it's not a big deal -- just seemed worth reporting as an inconsistency.
There are two things I'd like to introduce to PosCh if I could: Instant pseudo and the elimination of the Id/*Id* dichotomy. It generally speeds up gameplay and eliminates the annoyance of hoarding gold for *Id*. Last edited by AnonymousHero; May 4, 2013 at 08:45. |
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#189 |
Apprentice
Join Date: Feb 2010
Location: North Carolina
Posts: 56
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I'd also like to see *Identify* removed. It's a bit silly that even basic descriptions of common items are obscured until you use a rare, expensive scroll. It enhances my enjoyment of the game not at all, and in fact detracts from it quite a bit.
A question while I'm on the subject of PosChengband: what's up with the line of sight rules? Monsters perform all sorts of crazy trick shots around corners-- stuff that goes well beyond the traditional hockey-sticking. I didn't try to duplicate these tricks, since I was a purely melee character, but I have to say that they felt a bit dirty. I'm all for a harder game, but it seemed that the game was throwing out all the work I was doing trying to achieve a smart, tactical position against a superior force. Again, hard is good, but I want to prevail through skilled playing, not potion binge drinking. For the first time in any *band, I found myself having to grind for consumables at shallower levels in order to survive at 3000' and below. Yuck! Don't get demoralized by my complaints... I played for a great many hours before getting turned off by the potion grinding! More than I can say for most variants. Keep up the good work! |
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#190 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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There are a ton of asymmetries in Angband's LOS rules; the hockey stick is simply the most prominent one.
My general opinion on this is that the right solution is to require both parties to be able to see each other before either party can shoot the other. Thus you can have asymmetric vision but not asymmetric firing lines. |
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