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Old October 1, 2011, 19:41   #1
Jungle_Boy
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Death mold

Death mold monster memory says it is hurt by fire and it resists fire which seems a little contradictory. Version 3.3.1
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Old October 1, 2011, 21:40   #2
UglySquirrell
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It also changes color now, hit one thinking it was a disenchanter mold
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Old October 1, 2011, 21:49   #3
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Quote:
Originally Posted by UglySquirrell View Post
It also changes color now, hit one thinking it was a disenchanter mold
Well, it is, kind off. Disenchanter mold on steroids.

I wish I could turn flickering monsters off completely. Multi-hued is enough.

I think I edit FLICKER -flag off from those monsters. It has been more trouble than worth it.
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Old October 1, 2011, 21:53   #4
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Quote:
Originally Posted by UglySquirrell View Post
It also changes color now, hit one thinking it was a disenchanter mold
To be more precise it flickers.

@Jungle_Boy: good catch! This is because all molds have HURT_FIRE, but the death mold has IM_FIRE. We'll need to make sure that the IM_ trumps the HURT_.
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Old October 1, 2011, 21:55   #5
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Quote:
Originally Posted by Timo Pietilš View Post
Well, it is, kind off. Disenchanter mold on steroids.

I wish I could turn flickering monsters off completely. Multi-hued is enough.

I think I edit FLICKER -flag off from those monsters. It has been more trouble than worth it.
The animate_flicker option doesn't work for you?
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Old October 1, 2011, 21:59   #6
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The animate_flicker option doesn't work for you?
That's real-time flickering on/off. I like to turn it off completely for non-multihued monsters. For example Law dragon looks like Ancient White with one of its changes.

Real-time flicker has unwanted side-effects with overhead view and it just is disturbing.
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Old October 1, 2011, 22:01   #7
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Quote:
Originally Posted by Timo Pietilš View Post
That's real-time flickering on/off. I like to turn it off completely for non-multihued monsters. For example Law dragon looks like Ancient White with one of its changes.

Real-time flicker has unwanted side-effects with overhead view and it just is disturbing.
Oh gosh. I didn't realise that animate_flicker only turned off real-time flickering, and left per-keypress flickering on!! Ouch. I guess I hadn't paid enough attention to the difference between ATTR_FLICKER and ATTR_MULTI. I think turning off the option should turn off flickering altogether.
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Old October 2, 2011, 02:21   #8
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Honestly, I think this is a feature and I like it. It allows you to distinguish between some of the stronger monsters and their weaker counterparts.
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Old October 2, 2011, 02:53   #9
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Honestly, I think this is a feature and I like it. It allows you to distinguish between some of the stronger monsters and their weaker counterparts.
Timo's complaint is that the "turn-based" flickering makes it harder to distinguish between monsters, and I can't say I blame him. If you have a choice between a monster with a distinct color, or one which shifts between several colors, some of which are also used by other monster types, which is easier to distinguish?

Turning this off when you turn off realtime flickering sounds reasonable.
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Old October 2, 2011, 04:30   #10
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Timo's complaint is that the "turn-based" flickering makes it harder to distinguish between monsters, and I can't say I blame him. If you have a choice between a monster with a distinct color, or one which shifts between several colors, some of which are also used by other monster types, which is easier to distinguish?

Turning this off when you turn off realtime flickering sounds reasonable.
I find that realtime flickering is a bit bothersome to my eyes, but the turn-based one seems just right. However, I can also understand Timo's objection, and having 3 options seems like overkill.
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