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Old July 21, 2021, 23:29   #11
Pete Mack
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FAQ is messed up.
XTERM_256 is seruously unlikely to be necessary.
Backtick for ESC is also obsolete, and mentions \ instead of `
Keymap description makes no sense and is wrong. I have no idea what
Code:
=m8<enter><enter>
is supposed to actually do, and in any case <> has been replaced by [].
Development plans mention trac

Etc etc etc
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Old July 21, 2021, 23:35   #12
Nick
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Quote:
Originally Posted by Pete Mack View Post
FAQ is messed up.
XTERM_256 is seruously unlikely to be necessary.
Backtick for ESC is also obsolete, and mentions \ instead of `
Keymap description makes no sense and is wrong. I have no idea what
Code:
=m8<enter><enter>
is supposed to actually do, and in any case <> has been replaced by [].
Development plans mention trac

Etc etc etc
Spoken like a volunteer

Seriously, thanks for that. The help files basically only get a mention when there's something wrong with them (has anyone ever seen a post saying how useful they found the help?), so I take silence as a sign they're all good. If anyone does want to smarten up any of the help, that would be great, but it's not really the sexy part of development.
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Old July 22, 2021, 00:08   #13
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Exploring the dungeon
* List of features without mentioning knowledge menu or graphics.
* "your character must survive many horrible and challenging encounters to find the treasure lying about and take it safely back to the town to sell". Not by default, and in any case the vast majority of useful items don't originate in the Black Market. (A whole lot come from Alchemist's, but those are generally affordable.)
* "$ you sense an item of wondrous power!”
The last message indicates an artifact is present and is only possible if the preserve option is disabled. >>>With preserve option enabled, an artifact guarantees item level feeling of at least, 5--though the reverse is not true.<<<
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Old July 24, 2021, 03:51   #14
Nick
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These help issues fixed now.

Quote:
Originally Posted by Pete Mack View Post
Keymap description makes no sense and is wrong. I have no idea what
Code:
=m8<enter><enter>
is supposed to actually do, and in any case <> has been replaced by [].
This was meant to describe the keypresses the player needs to do (= for the options menu, etc), but it was wrong and just more confusing, so I have cut it.
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Old July 24, 2021, 11:03   #15
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Quote:
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Yeah, Sky drops in from time to time to tell everyone they should be playing 4.1.3
hey that's not true, i just point out that 4.2 still has shallow-depth lifedraining passwall invisible breeders, Nick.

shallow-depth, invisible, life-draining passwall mobs Nick.
When you can't teleport, resist or recover life-draining, or see invisible.
And they breed. THEY BREED, NICK.
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Old July 24, 2021, 13:24   #16
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@sky--
They are also slow, so you can walk away.
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Old July 24, 2021, 18:01   #17
archolewa
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Quote:
Originally Posted by Sky View Post
shallow-depth, invisible, life-draining passwall mobs Nick.
When you can't teleport, resist or recover life-draining, or see invisible.
And they breed. THEY BREED, NICK.
Which enemy is this? The only early game invisible passwalls I can think of are Green Glutton Ghosts, and Spectres(?) (I forget the name, but they inflict fear and drain something, not sure if its life).

Im not aware of any passwall breeders.
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Old July 24, 2021, 18:13   #18
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Abyss worm, dl 26. Coldblooded, passwall, dark aura, invisible, ... and it breeds. But it isnt actually a threat. It is slow moving and low-HP, so one phase door is usually enough to escape.

It is based on a similar monster in Sil, but that one is deadly dangerous.

Edit: it isnt dangerous if you kill it fast or get out fast. Additive aura may leave you in total darkness, at which point your options dwindle.

Last edited by Pete Mack; July 24, 2021 at 21:52.
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Old July 25, 2021, 00:31   #19
Nick
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Quote:
Originally Posted by Sky View Post
hey that's not true, i just point out that 4.2 still has shallow-depth lifedraining passwall invisible breeders, Nick.

shallow-depth, invisible, life-draining passwall mobs Nick.
When you can't teleport, resist or recover life-draining, or see invisible.
And they breed. THEY BREED, NICK.
They actually have KILL_WALL not PASS_WALL, so they are easy to track by the vanishing walls
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Old July 25, 2021, 00:41   #20
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You can also tell by darkened floor tiles in an illuminated room, unless there are too many. TORCH_LIGHT option may help.
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