Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Sil

Reply
 
Thread Tools Display Modes
Old November 7, 2013, 02:50   #51
BlueFish
Swordsman
 
Join Date: Aug 2011
Posts: 414
BlueFish is on a distinguished road
Quote:
Originally Posted by taptap View Post
I can't deny it. I have a strong urge whenever I play a smith to produce Galvorn items (far more than Mithril in fact). Sadly, even my best smith never succeeded to do so.
Dude, my smiths make 3 Galvorn items at the first forge - a Batman suit, a necktie, and a hockey mask. You're just playing wrong.
BlueFish is offline   Reply With Quote
Old November 16, 2013, 12:42   #52
Infinitum
Adept
 
Join Date: Oct 2013
Posts: 237
Infinitum is on a distinguished road
Moving back to non-random forges, maybe designating set levels in the dungeon to always have a 3-use forge present (eg the present 100', 200', 350', 500', 700', 900') which then are persistently generated as long as the player hasn't used that particular forge yet? This would still have Smiths dive slower, but at least it wouldn't be a guessing game as to where the forges would be situated and it wouldn't penalize the player as much for being forced off levels.
Infinitum is offline   Reply With Quote
Old November 16, 2013, 18:55   #53
half
Knight
 
half's Avatar
 
Join Date: Jan 2009
Posts: 904
half is on a distinguished road
Quote:
Originally Posted by Infinitum View Post
Moving back to non-random forges, maybe designating set levels in the dungeon to always have a 3-use forge present (eg the present 100', 200', 350', 500', 700', 900') which then are persistently generated as long as the player hasn't used that particular forge yet? This would still have Smiths dive slower, but at least it wouldn't be a guessing game as to where the forges would be situated and it wouldn't penalize the player as much for being forced off levels.
This is a simple and interesting idea.
half is offline   Reply With Quote
Old November 17, 2013, 07:20   #54
wobbly
Veteran
 
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,034
wobbly is on a distinguished road
Quote:
Originally Posted by half View Post
As far as I know, there are only one or two bugs. Fixing them is on my to-do list, but it is a very difficult (and boring) piece of code and will probably take many hours away from adding features / fixing game balance etc. If people wanted to carefully delineate the bug(s), that would be very helpful. (i.e. working out the simplest precise description of what goes wrong, which will probably determine whether there is one point of failure, two, or many).
Found another. Weaponsmith + Enchantment + Artiface
Select a sword, put defender on it, go in to numbers menu, exit numbers menu, go in to artiface menu, exit artiface menu, go in to numbers menu, you can now get +3 evasion on the weapon.
wobbly is offline   Reply With Quote
Old November 17, 2013, 08:01   #55
taptap
Knight
 
Join Date: Jan 2013
Posts: 710
taptap is on a distinguished road
Quote:
Originally Posted by wobbly View Post
Found another. Weaponsmith + Enchantment + Artiface
Select a sword, put defender on it, go in to numbers menu, exit numbers menu, go in to artiface menu, exit artiface menu, go in to numbers menu, you can now get +3 evasion on the weapon.
That isn't a bug if you ask me. Similarly artistry + artifice can produce higher modifiers than artifice alone.
taptap is offline   Reply With Quote
Old November 17, 2013, 08:11   #56
wobbly
Veteran
 
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,034
wobbly is on a distinguished road
Quote:
Originally Posted by taptap View Post
That isn't a bug if you ask me. Similarly artistry + artifice can produce higher modifiers than artifice alone.
It is, if you have to go through a secret order of menus to get to it.
wobbly is offline   Reply With Quote
Old November 17, 2013, 09:52   #57
taptap
Knight
 
Join Date: Jan 2013
Posts: 710
taptap is on a distinguished road
Quote:
Originally Posted by wobbly View Post
It is, if you have to go through a secret order of menus to get to it.
I have criticised that much in this very thread. (The problem is distinguishing between normal 1 use item and 3 use artefact and the inability to toggle the 1 use item modifiers once you switched to artefact. The same way you can only make +4 arrows with modifiers once in artefact mode, but +7 arrows when you first increase the attack bonus and then select artifice menu and return to the numbers screen.)
taptap is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Sil Tutorial -smithing request wobbly Sil 3 April 7, 2013 05:38
Sil: smithing (bug?) (feature?) bron Sil 3 September 11, 2012 02:10
Sil: questions and personal observations bron Sil 28 September 10, 2012 17:08
A few observations kaypy v4 0 June 17, 2012 05:39
3.20 observations dos350 Vanilla 7 December 28, 2010 15:57


All times are GMT +1. The time now is 03:08.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.