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Old August 17, 2017, 00:45   #21
HugoTheGreat2011
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Quote:
Originally Posted by jupiter999 View Post
I wonder if in the future, player can go back to their home and pick an option from there to create migration files, then load those files in home back to normal saves using newer version
Probably won't work at all ... When Chris makes extensive changes to the game, the savefile compatibility breaks big time depending on what he does.
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Old August 17, 2017, 06:28   #22
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Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
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Old August 17, 2017, 16:21   #23
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Quote:
Originally Posted by jupiter999 View Post
Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
Qy@ is a pretty simple solution.
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Old August 18, 2017, 00:10   #24
CyclopsSlayer
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Originally Posted by jupiter999 View Post
Ok, thanks for the info, guys.
So now I'm in the middle of playing 6.1, it would be sad to abandon my character just like that after all the efforts, to jump into 7.0...
How you guys deal with this issue?
I used to be a brave L43 Ninja... Then I took an Arrow in the Knee...
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Old August 18, 2017, 01:35   #25
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Ooookay, so, some feedback:

Poison seems really over the top to me. Having to quaff 5 or more Neutralize Poison potions after a brief fight despite having 1x res poison is just annoying.

And - do we really need to make the game harder? It seems like the vast majority of changes has that intention. From all I know, this (entire genre and specifically Posch) is already one of the hardest out there. The introduction of a "begiinner" mode seems really ironic, especially given the kind of changes it has. I don't think anyone willing to play such a complex game with ascii graphics will be deterred by too many options....

A couple questions, too:
How does the life mechanic work? Does anything happen at specific points?
Is there info anywhere about the damage the poison ticker does?
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Old August 18, 2017, 03:42   #26
HugoTheGreat2011
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PosChengband has been always a version of Hengband on steroids. Imo, I can't complain. It forces players to play smart or it intends to.
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My most recent good try at PosChengband 7.0.0's nightmare-mode on Angband.live:
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Old August 18, 2017, 04:42   #27
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Originally Posted by Fnord View Post
Ooookay, so, some feedback:

Poison seems really over the top to me. Having to quaff 5 or more Neutralize Poison potions after a brief fight despite having 1x res poison is just annoying.
I was in the middle of a summoned swarm of zombies, they mostly missed me, BUT! The Poison counter kept climbing almost as fast as I could clear it. They were adding 30-40 counters a round while Neutralize Poison only removes 50.
Had me to 50% health by the time I cleared the room.
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Old August 18, 2017, 06:25   #28
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minor display bug, pressing ~W as a mimic sometimes says you have no melee attacks, when you are in a form that isnt wielding a weapon

~x shows the form's innate attacks, but on that page you cant see your bonuses from rings, potions, etc

Last edited by murphy; August 23, 2017 at 13:23.
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Old August 19, 2017, 03:00   #29
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Bug: Playing as a Sniper, one never sees spell_desc, just the damage list.
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Old August 19, 2017, 06:02   #30
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What does "Hurt" in addition with a percentage do?
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