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#1 |
Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
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Setting...
Other than the hit point warning what other settings should I be changing?
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Change the delay factor to 16ms or so, so you can see the spell animations. Everything else is largely a matter of taste, in my opinion. Check out the window settings; I like to have monster recall, inventory/equip, item list, and monster list as four extra windows, for example.
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#3 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 46
Posts: 227
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I really like the HP warning that changes the colour of your @ as you lose HP. Can't imagine playing without it.
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#4 |
Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
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Sadly I couldn't get used to playing in ASCII. Lame I know...
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#5 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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For every game, I always set:
Change walls and perm walls to blocks instead of # (in knowledge menu) Change first listed Strange Rune trap to teal or light blue (in knowledge menu) Dump feature knowledge in '=' menu Use old target by default: Y Squelch Worthless Item Kinds: Y Hide Items set as Squelchable: Y Open/Disarm on movement: Y Open/Disarm without direction: Y Player color indicates low hitpoints: Y Center map continuously: Y Map remembers all torch-lit grids: N Use special colors for [everything]: Y Disturb when player state changes: N Audible bell on errors: N Set squelch by quality settings all to "Bad" (i.e. spamming enter, down, enter, down, etc.)
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#6 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 46
Posts: 227
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#7 | |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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Quote:
Or if there's a hotkey mapped to toggle this, somebody let us know. ![]()
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#8 |
Prophet
Join Date: Mar 2008
Posts: 2,724
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#9 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#10 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,725
Donated: $40
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Quote:
And I second the notion that strange rune type 1 (summon) should be set to cyan. At one point, I also set traps I don't care about (poison, pit, acid/flames) to one value, and ones I usually care about (drain stat) to another, ones I sometimes care about (slow, blind, conf, sleep) to another, and ones I don't want to disarm (pit, teleport) to another. But that's too just much effort. The only one that really matters is summoning vs teleport. In fact, I'd like to see summoning traps set to cyan as the default. It's silly to require disambiguation between the only genuinely dangerous trap from one of the two actively useful traps. |
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