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Old March 2, 2017, 13:23   #421
Grotug
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Quote:
Originally Posted by Estie View Post
Playing a HE priest, I unsuccessfully tried to identify a ring of the dog´s fear resistance. After enduring an enemy priest for long enough to get exposed to about a dozen attempts at scaring me, I gave up and recalled to sell the thing.

So I am wondering, wouldn't it be better to trigger identification even on a successful save, and, somewhat related, shouldn't intrinsic features like a half-trolls strength sustain also give automatic knowledge of the rune of same ?
I'm not opposed to the first point and I definitely agree with the second point.
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Old March 2, 2017, 14:29   #422
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Code:
the Ring of Firmament of Idraglorn {cursed}
-------------------------------------------
It makes your weapon attack you.
It makes you too scared to fight.
It occasionally summons a demon.
It paralyses you every now and then.
It makes you hallucinate sometimes.
It occasionally makes a loud noise.
It poisons you from time to time.
It randomly makes you teleport.
Provides resistance to fire.
Cannot be harmed by lightning.
Slows your metabolism.  Grants the ability to see invisible things.  Prevents
teleportation.  Aggravates creatures nearby.  Drains experience.  


Min Level 27, Max Level 91, Generation chance 7, Power -114, 0.2 lbs
Based on Mormegil.
I kinda like that ring

The thing I like less is having 5 randart Rings of Firmament in the randart set. I liked the old system better (one randart per ring/amulet).

Also:

Code:
the Lantern of Radrilmo (charging)
----------------------------------
Cannot be harmed by fire.
Sustains constitution.
Speeds regeneration.  
Radius 2 light.  Refills other lanterns up to 15000 turns of fuel.

When activated, it neutralizes poison.
Takes 9 turns to recharge.
Your chance of success is 76.7%


Min Level 14, Max Level 13, Generation chance 2, Power 17, 5.0 lbs
Based on Berúthiel.
Since when can you get randart Lanterns? And it's "charging"...
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Old March 2, 2017, 14:35   #423
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Code:
the Wooden Torch of Elwar <+1>
------------------------------
+1 intelligence.
Provides resistance to light.
Cannot be harmed by fire.
Radius 1 light.  Cannot be refueled.


Min Level 15, Max Level 15, Generation chance 2, Power 19, 2.2 lbs
Based on Berúthiel.
Torches too it seems. And all of them are based on Beruthiel...
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Old March 2, 2017, 19:42   #424
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Quote:
Originally Posted by Estie View Post
So I am wondering, wouldnt it be better to trigger identification even on a successful save, and, somewhat related, shouldnt intrinsic features like a half-trolls strength sustain also give automatic knowledge of the rune of same ?
Yes, that sounds reasonable
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Old March 2, 2017, 19:47   #425
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Quote:
Originally Posted by PowerWyrm View Post
The thing I like less is having 5 randart Rings of Firmament in the randart set. I liked the old system better (one randart per ring/amulet).


Since when can you get randart Lanterns? And it's "charging"...
These are a consequence of randomising rings, amulets and lights more - there's no longer a one-for-one with the standard special artifacts, so all sorts of things are possible. The (charging) is a bug I thought I'd fixed.
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Old March 2, 2017, 23:14   #426
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Quote:
Originally Posted by Nick View Post
These are a consequence of randomising rings, amulets and lights more - there's no longer a one-for-one with the standard special artifacts, so all sorts of things are possible. The (charging) is a bug I thought I'd fixed.
After all these years, I'm sure you have enough WIS+CON to persevere and even push back, but just in case: Don't listen to the haters, at least not exclusively. I mean, they may sometimes be right, but don't assume that they're right.

(... and that was... well, I'm not sure what that was. Hi, mom!)
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Old March 3, 2017, 02:00   #427
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Umm... I'm wearing the ring of 'Thurit' and I just found the ring of 'Thurit' again. So I have two identical rings of 'Thurit' now. Sangyhando dropped the first one on DL32. And I just found the duplicate on DL69 in a golem pit.

This is the February 27th build.

And just found another amulet I already have. I guess it bears mentioning that the game crashed and I reloaded it right before this happened. So it seems the game forgot the artifacts I have already found when it crashed. Angband always crashes; this is the first time I've experienced this after a crash.

Last edited by Grotug; March 3, 2017 at 02:16. Reason: More info
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Old March 3, 2017, 03:28   #428
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Quote:
Originally Posted by Grotug View Post
Umm... I'm wearing the ring of 'Thurit' and I just found the ring of 'Thurit' again. So I have two identical rings of 'Thurit' now. Sangyhando dropped the first one on DL32. And I just found the duplicate on DL69 in a golem pit.

This is the February 27th build.

And just found another amulet I already have. I guess it bears mentioning that the game crashed and I reloaded it right before this happened. So it seems the game forgot the artifacts I have already found when it crashed. Angband always crashes; this is the first time I've experienced this after a crash.
Hm, thanks. Will look into it.
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Old March 3, 2017, 12:41   #429
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Quote:
Originally Posted by Nick View Post
The (charging) is a bug I thought I'd fixed.
IIRC when randomizing arts, activations are reset but not recharge time. See copy_artifact_data():

Code:
	/* Activations can come from the artifact or the kind */
	if (art->activation) {
		obj->activation = art->activation;
	} else if (kind->activation) {
		obj->activation = kind->activation;
	}

	if (art->time.base != 0) obj->time = art->time;
Should be:

Code:
	if (art->activation) {
		obj->activation = art->activation;
		obj->time = art->time;
	} else if (kind->activation) {
		obj->activation = kind->activation;
		obj->time = kind->time;
	}
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Old March 3, 2017, 14:06   #430
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Quick update for my tile set: this now has tiles for all the new trap types and corrected mappings for the new object flavours so that potions are the right colour.
Attached Files
File Type: zip 8x16.zip (52.5 KB, 29 views)
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