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View Poll Results: What should I work on next?
Summoning (long, hard implementation) 7 17.07%
Polish- better UI, more races (fast and easy) 27 65.85%
King monsters and race artifacts 4 9.76%
The Adventurer's Guild 3 7.32%
Voters: 41. You may not vote on this poll

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Old February 11, 2011, 02:38   #171
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What's the deal?

RePos 6.3 - competition lich character.

My SP seems to have maxed out at 337. INT is 18/197 and I can add more, but adding more doesn't increase my SP any. What's the deal?
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Old February 11, 2011, 03:05   #172
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Looking at tables.c, INT/WIS stop adding mana at 18/180... that seems pretty low to me, but it's that way in the nightlies too so it's not a Repos change. Min fail rate maxes at 18/200 and fail rate adjustment (not important for monsters atm) maxes at 220, so there's still value in adding to it, but it does seem strange that it stops giving mana so low.
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Old February 11, 2011, 03:26   #173
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Quote:
Originally Posted by pampl View Post
Looking at tables.c, INT/WIS stop adding mana at 18/180... that seems pretty low to me, but it's that way in the nightlies too so it's not a Repos change. Min fail rate maxes at 18/200 and fail rate adjustment (not important for monsters atm) maxes at 220, so there's still value in adding to it, but it does seem strange that it stops giving mana so low.
Thanks for the info. I've never had a caster that has been this successful before. I just assumed that every point of INT up to 18/*** added more SP.
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Old February 11, 2011, 19:57   #174
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New version up. Just bugfixes and balancing though. Savefile compatible unless you're an Umber Hulk.. they lost their missile weapon slot. Innate elemental melee should now correctly do half physical damage, the quiver will now display, ice ogres have been made less weak. Other minor changes I think... need to start documenting my changes better. I was hoping to put this release off until 3.2.1 but now that the competition is (almost) over I might as well release it.
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Old February 13, 2011, 22:28   #175
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Hi,

I've tried the 0.6.4 version (using a savefile from 0.6.3) but I still can't see the contents of the quiver. Character is a lesser Balrog.

Regards,
Jonathan
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Old February 14, 2011, 15:18   #176
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The K directive of Greater Basilisk seems bogus. Great variant! I'm enyoing playing a balrog right now.
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Old February 16, 2011, 19:16   #177
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Quote:
Originally Posted by jevansau View Post
Hi,

I've tried the 0.6.4 version (using a savefile from 0.6.3) but I still can't see the contents of the quiver. Character is a lesser Balrog.

Regards,
Jonathan
It should be displaying all the quiver. Can you attach your savefile?
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The K directive of Greater Basilisk seems bogus. Great variant! I'm enyoing playing a balrog right now.
Good catch, and thanks

RePosBand 0.6.5 is up, with basilisks no longer having a nonsensical king and passwall being changed so that monsters will still try to hit you with spells while you're in the wall. You can be hit, too, if you're standing on a wall but there aren't any walls between you and the monster. This should keep passwall viable for retreating without also rendering you invulnerable to breath weapons etc.

https://github.com/downloads/simongr...nd%200.6.5.rar
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Old February 16, 2011, 23:06   #178
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Hi,

No need to post the savefile I think - the quiver works perfectly with 0.6.5.

Thanks for your work on this - great variant.

Regards,
Jonathan
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Old February 17, 2011, 03:46   #179
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Quote:
Originally Posted by Adley View Post
Tunnel a square of granite once inside. Perfect resting place.
Disallow tunnelling unless there is an empty space next to you. Otherwise, where do you put the rubble?

Andrew
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Old February 17, 2011, 04:48   #180
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Disallow tunnelling unless there is an empty space next to you. Otherwise, where do you put the [s]rubble[/s]spoil?
Clearly it just automatically gets squelched. Unfortunately a bug prevents spoil from getting listed in the squelch settings menu so you can't unsquelch it.
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