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Old February 23, 2008, 04:06   #41
Anne
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About that Bag of Supplies, it's been slow going, due to lack of time. For some reason, torches were all over the place -until- I found that bag, then not a one in a shop or in the dungeon for the longest time! Doesn't that just figure! But I did finally manage to find some in the dungeon tonight.

I haven't been able to test what happens when I try to sell or buy them in a shop yet, but I watched what happened as I collected them in the bag. Here again, I'm not sure what's supposed to be happening and what isn't, so I'll report it all anyway and let you see whether anything sounds odd to you.

In the bag, I had some flasks of oil and a spike, and these weren't affected by adding or removing the torches.

* picked up 2 torches, bag shows only 1 (2693 turns light)- seems to have added the two torches together
* picked up 1 torch with 1864 turns of light, bag now shows 1 torch with 4557 turns
* picked up 1 torch with 3380 turns of light, bag now shows 2 torches with 3969 turns
* picked up 1 torch with 1764 turns of light, bag now shows 2 torches with 4851 turns
* picked up 1 torch with 396 turns of light, bag now shows 3 torches with 3366 turns
* wielded 1 torch with 269 turns of light, bag now shows 2 torches with 3366 turns
* wielded 1 torch with 3366 turns of light, bag now shows 2 torches with 3365 turns
* wielded lantern, bag now shows 3 torches with 3365 turns

I should be able to get to a shop either tonight or tomorrow to test that end of it. Hopefully I'll be able to spot the wonkiness again and maybe a bit more information on it and a savefile.
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Old February 23, 2008, 04:10   #42
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Oops! Forgot the other little things I found.

Radiant Blow - "You must learn Radiant Blow or Call Light before studying this song." I'm assuming that first prerequisite is a mistake. lol

Rod of Haste Monsters - Description gives only throwing information, not using. Hmm, did I give you that one before? I may have to start keeping a better record of what I've already reported!

My character learned the CLW spell from a magic book, but the same spell in a prayer book is marked as unlearned. It may be coded that way purposely since they're from different schools of learning, but I wasn't sure.

Flask of Slime - description gives throwing info only.

Potion of Detonations - "When quaffed, it makes you bleed and stuns you and cures you of unnatural parasites and affects you." Not sure whether the 'affects you' part was meant to indicate another affect in addition to the rest or maybe it's just awkward wording.
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Old February 23, 2008, 04:13   #43
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Originally Posted by Anne View Post
I should be able to get to a shop either tonight or tomorrow to test that end of it. Hopefully I'll be able to spot the wonkiness again and maybe a bit more information on it and a savefile.
This is pretty sane behavior. What happens when you have two torches with less than full charge is that one of them fills the other, giving an extra 5 charges. If the torches are (almost) full, it splits the charges, just like staffs and wands.

The only (very minor) bug I see is that the charges are getting added without the extra 5 turns from using one torch to fuel another.
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Old February 23, 2008, 06:00   #44
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That makes perfect sense to me.

I was lucky tonight - the shops were cooperating and had some torches to sell.

Buying and selling went fine up until I purchased 10 of them. That's where things went haywire.

* sold 1 torch, bag now shows 2 torches with 3354 turns of light, 19 oil, 2 spikes
* bought torch back (3365 turns), bag now shows 3 torches with 3365 turns
* bought 1 torch with 2500 turns, bag now shows 3 torches with 4198 turns
* bought another with 2500 turns, bag now shows 4 torches with 3774 turns
sold the spikes
* bought another torch (2500 turns), bag now shows 4 torches with 4399 turns
* sold all torches
* bought 1 torch (2500 turns), bag shows it correctly
* bought 3 torch (2500 turns), bag shows 2 torches with 5000 turns
* bought 10 torch (2500 turns), bag shows 251 torches with 6108 turns
* sold 51 torches (6108 turns), bag shows 1 torch with 4294967294 turns. I kid you not. Attaching the savefile.
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Old February 23, 2008, 06:04   #45
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The first is already fixed (due to somebody's forum reports on similar issues), the second I'll fix before beta2, which will probably be out next weekend (the work with adopting V options turns out to be huge, though rewarding; BTW there are a couple of unused options in V options.*).
I see that you've mostly finished porting across that subsystem; I was wondering if you had any comments on them, or you came across any problems when porting that and the pickup system? (If you did, I'd rather hear about them by email than on the forum, if it's all the same to you. )
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Old February 23, 2008, 08:57   #46
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Boots of Poison ?!?!
Nice idea. Quite possibly they do. What does the description say?
Already sold them .. figured my bard wouldn't do damage to somemonster by using boots all to often, no matter if I had to throw them or kick them around
Shop description says:

a Pair of Soft Leather Boots of Poison [2,+6]
This set of Boots weighs 2.0 lbs. It does x3 damage from poison. When thrown, it does 1d2 blunt damage. It increases your armor class by 8. It is a useful ego item.

Now, if the x3 damage from poison applies to ANY damage I do, tell me ... I'll hurry and buy them back immediatly


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(didn't notice any change in light radius ..)
If you could verify this, please report the bug.
Hmm.. tried again and now they seem to give light radius of 1. I could swear they didn't when I first tried them, but light radius in town seems to be broken anyway, with light-carrying town inhabitants leaving trails and all ...

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Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. ...
Sounds fun, though flipping as in TOME quickly becomes just a little boring mini-game inside the main game. OTOH, would you carry cursed stuff with you just in case you find a shrine? Nope.
.. I would, if I really wanted that item. Would be nice though, if certain shrines and ingredience (monsters) where known to be on certain parts of the map, so you had to go there and hunt them down - therefore actually work on uncursing the item, instead of hoping for the RNG being nice.

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... but still not quite heroic for my tastes. Perhaps have a chance of filp proportional to XP worth of a monster each time you manage to hit with that weapon? Only if still cursed so that you don't end doing boring swaps?
.. now THAT sounds heroic .. hitting a high-XP monster with a (-11,-11) (-12dex) weapon could be quite .. difficult.
I like the idea - but what about non-weapon items ? Punching/kicking them for gauntlets/rings/shoes? Throwing amulets and armor until the monster is dead ?!
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Old February 23, 2008, 15:20   #47
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Here I am with my newbishness showing, but what does RNG stand for?
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Old February 23, 2008, 16:33   #48
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Originally Posted by Anne View Post
Here I am with my newbishness showing, but what does RNG stand for?
RNG = Random Number Generator
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(does this mean the RNG learns my worst fears, mummy?)
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Old February 23, 2008, 16:34   #49
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if one picks up more than one Magicalbag, the only way to reduce the (additional) 10 lbs is to

1. empty out all the items
2. drop the bag
3. repickup the items.

just wondering if this was a By Design thing?
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Old February 23, 2008, 16:37   #50
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newbie question on Runes

okay one more weird behavior thign


1. was wieldnig a SUstain Strength+Size ring
2. applied a Earth Rune to it
3. it got changed to <2Earths>
4. it got cursed (im assuming because of this, didnt run into any other magical creatures that i can recall that can curse JUST the ring)

how does the Rune mechanism work ?/
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