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Old April 9, 2019, 07:35   #301
Sphara
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https://i.imgur.com/DDyF6Rb.jpg

Has this always been possible when entering a new level? Or is this a 4.1.3 bug?

No secret doors, ofc.


EDIT: If it helps, the same area mapped:

https://i.imgur.com/Pdv3Utp.jpg

Last edited by Sphara; April 9, 2019 at 07:43.
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Old April 9, 2019, 07:45   #302
wobbly
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Have you checked the starting square? It doesn't check on the turn you enter the level.
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Old April 9, 2019, 07:50   #303
Sphara
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Quote:
Originally Posted by wobbly View Post
Have you checked the starting square? It doesn't check on the turn you enter the level.
Yes of course. This seems like a minor bug to me.
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Old April 9, 2019, 12:15   #304
Nick
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Quote:
Originally Posted by Sphara View Post
https://i.imgur.com/DDyF6Rb.jpg

Has this always been possible when entering a new level? Or is this a 4.1.3 bug?

No secret doors, ofc.
Yes, this has happened to me too - it seems to be the modified generation algorithm and interesting rooms. Filed that and the other corridor issues (dead ends, weirdness around circular rooms) as a bug.
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Old April 9, 2019, 17:42   #305
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Next on my agenda are a couple of fixes to necromancers - light issues
I'm playing my first deep necromancer, now. Got it into the 90s, and it went dark, can't see anything. Is there a way to fix this, or will I have to abort the character? I always run in gdb, so I can tweak something if it will help.

Also, bug reports/feature requests for necromancers:

* As mentioned elsewhere, it would be nice if they could use artifact lights for their bonuses without incurring penalties.
* Lanterns of true seeing are very powerful; would be nice if there were a way to dump them out so we can use them right away. As it is, we can fill a second lantern then use the empty true seeing, but lanterns are rare early on, so that's inconvenient.
* Would be nice if !Enlightenment also didn't cause a whole level full of penalties, i.e., let it show us all the stuff but not light the level.
* Would be nice if "create darkness" exposed everything in a room (objects, distant monsters) like light spells do for everybody else.
* Would be nice if "read minds" located objects, perhaps traps, and mindless monsters that are visible to the detected mindful monsters.
* I would prefer that the necromancers vision look like everybody else's vision to me, the player. I'm not a fan of the "darker visibility". The necromancer sees in the dark like other classes see in the light, so why should I see it differently?

Despite my depth, I haven't found any dungeon books yet, so I can't comment on how the class plays with those, but pre-dungeon books, the class plays like a weaker mage (magic missile doesn't work on everybody, and can't see very far) without utility spells. This character has only survived so long because of a very nice weapon that allowed warrior-mage style play.
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Old April 9, 2019, 20:35   #306
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It would be great for necromancers if we could take control of one undead monster at a time or summon a minion that lasts for x-turns then dies (re-dies?)
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Old April 9, 2019, 22:08   #307
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Quote:
Originally Posted by kandrc View Post
I'm playing my first deep necromancer, now. Got it into the 90s, and it went dark, can't see anything. Is there a way to fix this, or will I have to abort the character? I always run in gdb, so I can tweak something if it will help.
A savefile would help Randart file too if you're using them.

Quote:
Originally Posted by kandrc View Post
Also, bug reports/feature requests for necromancers:

* As mentioned elsewhere, it would be nice if they could use artifact lights for their bonuses without incurring penalties.
* Lanterns of true seeing are very powerful; would be nice if there were a way to dump them out so we can use them right away. As it is, we can fill a second lantern then use the empty true seeing, but lanterns are rare early on, so that's inconvenient.
* Would be nice if !Enlightenment also didn't cause a whole level full of penalties, i.e., let it show us all the stuff but not light the level.
* Would be nice if "create darkness" exposed everything in a room (objects, distant monsters) like light spells do for everybody else.
* Would be nice if "read minds" located objects, perhaps traps, and mindless monsters that are visible to the detected mindful monsters.
* I would prefer that the necromancers vision look like everybody else's vision to me, the player. I'm not a fan of the "darker visibility". The necromancer sees in the dark like other classes see in the light, so why should I see it differently?

Despite my depth, I haven't found any dungeon books yet, so I can't comment on how the class plays with those, but pre-dungeon books, the class plays like a weaker mage (magic missile doesn't work on everybody, and can't see very far) without utility spells. This character has only survived so long because of a very nice weapon that allowed warrior-mage style play.
There are still some things to work out with the lighting; also you are missing A LOT if you don't have any dungeon books (which is kind of odd).
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Old April 9, 2019, 22:09   #308
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It would be great for necromancers if we could take control of one undead monster at a time or summon a minion that lasts for x-turns then dies (re-dies?)
They get a spell which does this and more.
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Old April 9, 2019, 23:08   #309
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They get a spell which does this and more.
I clearly haven't made it that far. Let me get back to work on getting that...
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Old April 10, 2019, 02:01   #310
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Rogue book two. Why not include recall? Surely that fits in with these. And I really miss create doors. That is a really interesting way to make a zero-fail temporary shelter. It takes genuine plannning.
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