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Old March 22, 2018, 00:57   #431
luneya
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Quote:
Originally Posted by Antoine View Post
Why not simply say that a given monster can only be pickpocketed once?

Then you don't need monster inventories.

A.
The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster. This leaves 3 options for avoiding pickpocket abuse:

1. Remove pickpocket entirely
2. Make it impossible to pickpocket uniques. Simply making the fail rate 100% on such attempts will work, but isn't user-friendly. A better implementation is that when the pickpocket command is issued targeting uniques, the action is aborted, and an error message such as "You wouldn't dare try that on %NAME" is displayed.
3. Fully implement monster inventories, and moreover make it so that a unique's inventory does not reset when the monster is generated for a second time (except that if the unique had an artifact, this artifact is returned to the item generation pool when the unique is removed from the game by banishment or leaving the level, and replaced with a new item if it is no longer available upon subsequent generations of that unique).
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Old March 22, 2018, 01:04   #432
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> The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster

So then, the game just needs to remember whether a unique has been pickpocketed before, and if so, set the 'immune to pickpocket' flag when that unique reappears.

A.
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Old March 22, 2018, 10:15   #433
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New builds for Windows and macOS now up on the build page - source zipfile is here. Changes are:
  • Hit to shatter no longer asks for a target
  • A code rework for player timed effects
  • Necromancers get a "darken level detect all object" spell - like a dark version of !Enlightenment
  • Monsters in single combat no longer try to summon
  • Stealing has been made harder - nothing has been done to prevent the player stealing and then teleporting, but I think this might be enough; we'll see

Also Blackguard class

Blackguards are fighters powered up by dangerous necromancy spells. I had a lot of fun making them. It's possible that they're over-powered. From reading some posts about ComChengPosFrogBerryBand, I think they're a little like Maulers.

Opinions encouraged
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Old March 22, 2018, 12:29   #434
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Quote:
Originally Posted by Antoine View Post
> The problem with that is that if you banish or run away from a unique, the next time that unique is generated, it counts as a new monster

So then, the game just needs to remember whether a unique has been pickpocketed before, and if so, set the 'immune to pickpocket' flag when that unique reappears.

A.
Or an alternative would be to remember how many items the unique is carrying. Then stealing one would reduce that by one. No need to carry a pre-generated inventory around then, just a number
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Old March 22, 2018, 13:51   #435
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Monsters in single combat no longer try to summon
What does this mean? Morgoth won't summon if you fight him while he's alone? Huh?

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Any ETA of the lore.txt / monster.txt fix?
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Old March 22, 2018, 14:42   #436
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Originally Posted by Ingwe Ingweron View Post
What does this mean? Morgoth won't summon if you fight him while he's alone? Huh?
This is specifically referring to a paladin ability to force single combat with a foe, where neither can escape until one is dead. Since summoning doesn't work anyway, the foe now won't waste turns on trying it.
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Old March 22, 2018, 20:12   #437
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Any ETA of the lore.txt / monster.txt fix?
I knew there was something I was forgetting. Do you know if his is specific to this branch, or whether it is in 4.1.2?

EDIT: OK, looks like it's only this branch, I have a fix, and it will be in the next update.
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Last edited by Nick; March 22, 2018 at 20:33. Reason: Actually check
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Old March 22, 2018, 20:55   #438
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Looks like the rogue detect stairs is still wrong. Just needs the dice line changed to an effect line.
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Old March 22, 2018, 23:11   #439
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Looks like the rogue detect stairs is still wrong. Just needs the dice line changed to an effect line.
Thanks for the reminder.
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Old March 23, 2018, 07:18   #440
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OK, new builds for Windows and macOS now up on the build page - source zipfile is here. Copying monster.txt to lore.txt now works again, and Rogue detect stairs is fixed.
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