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#11 |
Prophet
Join Date: Apr 2008
Posts: 2,944
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I'm wondering how it would go if consumables were reworked the way ToME 4 did: instead of potions of cure wounds/healing and scrolls of phase door/teleportation you would have infusions of healing/runes of teleportation that would be engraved in limited slots (2-5 depending on character level) and have cooldown of a few turns so you couldn't spam them and have to carefully plan when to use them. I think this would be a good variant to try such feature.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#12 |
Scout
Join Date: Nov 2018
Posts: 31
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Having scratched the surface of this variant, it seems pretty cool. How do you cheat to get full monster memory, though? Copying `monster.txt` to my user `lore.txt`, as described here, works fine in vanilla 4.2.4, but in Tactical Angband, it seems to get ignored and then overwritten when I next save my game.
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#13 | |
Scout
Join Date: Dec 2020
Posts: 30
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Quote:
[edit]I can confirm this is fixed by pulling in vanilla master branch. If you are willing to use a pre-release version, here it is: https://github.com/tomm/tactical-ang...243-gc20ff8342 Last edited by tom; January 22, 2023 at 01:49. |
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