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#31 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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where are my stairs ?
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"i can take this dracolich" |
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#32 |
Veteran
Join Date: Apr 2008
Posts: 2,303
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Obviously in an area you didnt explore... Bottom right area at the end of the small corridor seems to be the most likely place.
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#33 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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i see that the implications of my question have eluded you.
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"i can take this dracolich" |
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#34 |
Prophet
Join Date: Dec 2009
Posts: 8,205
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They're eluding me as well, so why don't you explicate a bit?
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#35 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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recently stairs placement has changed, instead of being randomly distributed, they are mostly placed in small side corridors or in some select rooms. however, they can now be all bunched up in the same spot, 5-6 down stairs all in one 5x5 room, with nothing else in the rest of the dungeon. if you want to get out of the level, but cannot get past that one 1-shot mob who is sitting between you and ALL THE STAIRS IN THE LEVEL, that can be a problem.
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"i can take this dracolich" |
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#36 | |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 49
Posts: 342
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stairs location
Quote:
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#37 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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it doesnt have to be that one situation, and yet i still feel stairs should be more evenly spread out. i'm ok with a "stairs room" that has 2+ stairs in it arranged in a cool way, but that should count as 1 stair, not multiple.
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#38 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,960
Donated: $60
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#39 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,543
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Any ETA on this bug-fix? It's such a pain in the butt having to pick up weapons from the floor, wield them, remember the blow/damage amounts, re-wield principal weapon, then compare. It was so much better when Inspecting the weapon on the ground or in the pack gave accurate information.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#40 | |
Veteran
Join Date: Apr 2008
Posts: 2,303
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Quote:
Old code: Code:
extra_blows = 0; - - /* Start with blows from the weapon being examined */ - extra_blows += obj->known->modifiers[OBJ_MOD_BLOWS]; - - /* Then we need to look for extra blows on other items, as - * state does not track these */ - for (i = 0; i < player->body.count; i++) { - struct object *helper = slot_object(player, i); - - if ((i == slot_by_name(player, "weapon")) || !helper) - continue; - - extra_blows += helper->known->modifiers[OBJ_MOD_BLOWS]; - } Code:
/* Apply modifiers */ state->stat_add[STAT_STR] += obj->modifiers[OBJ_MOD_STR] * p->obj_k->modifiers[OBJ_MOD_STR]; ... extra_blows += obj->modifiers[OBJ_MOD_BLOWS] * p->obj_k->modifiers[OBJ_MOD_BLOWS]; Code:
s32b modifiers[OBJ_MOD_MAX]; for (j = 0; j < OBJ_MOD_MAX; j++) { modifiers[j] = obj->modifiers[j]; if (known_only && !object_is_known(p, obj) && !object_modifier_is_known(obj, j, aware)) modifiers[j] = 0; } ... extra_blows += modifiers[OBJ_MOD_BLOWS];
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