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Old March 24, 2011, 16:10   #131
NotMorgoth
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Ah, I didn't know that about amulets of trickery; I had begun to wonder what their purpose was as they only appear fairly late but didn't seem to be that useful compared to other late game amulets.
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Old March 24, 2011, 16:23   #132
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Quote:
So why does it cost a turn to be reminded that you need to disarm an existing trap to free up your equipment?
Laziness, and the lack of a bug report.

Quote:
Is there any benefit to keeping fuel in one's light source of Shadows?
I'm not sure, but I think that if you have another source of light, then lack of fuel in the shadows causes that light to not be suppressed.

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What benefits a shadowstalker: being in darkness, having his enemy be in darkness, or both?
Being in darkness is certainly the more important.

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What is the most important difference between lamplight and total darkness?
Increased stealth/invisibility? Reduced damage from some spells?


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I was wondering if it might be a good idea for extinguishing your main light source to also extinguish all other sources of light.
Other magic items glow of their own free will. Take them off if you don't want them to give away your position. In game terms, let's call it additional gear optimization. I have switched away from shadowstalking to use glowing gear, but it there should be a decision there. The amulet of trickery was added in case you have trouble finding a lantern of shadow, and want to wear glowing gear.
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Old March 24, 2011, 17:27   #133
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On the subject of amulets, maybe now that Magical Protection has been improved (a lot,) it would be a good idea to revise its rarity/distribution.

As far as I can tell it can appear fairly early but stops appearing after DL70. In my opinion it is comparable with Magi in power/usefulness now it has a high resist, so perhaps should have similar depth and rarity.


Also, I think I can confirm an earlier bug report that using the lunge talent does not seem to use any time/energy so you can keep hitting the monster indefinitely.
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Old March 24, 2011, 20:19   #134
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Thanks!

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(Opinion on most important benefit of being in total darkness) Increased stealth/invisibility? Reduced damage from some spells?
Heh. Good answer to what was kind of an awkwardly worded question.

Just to confirm - there are combat benefits to being in the dark as well, yes? I subjectively feel like my battles go more easily when my shadowstalkers are in the dark, but maybe it's just my imagination.
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Old March 24, 2011, 20:55   #135
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Just to confirm - there are combat benefits to being in the dark as well, yes?
Here is an list of positives:
  • Player takes less damage from spells
  • Player is more invisible
  • Player dodges better
  • Guild-Burglars critical more often
  • Player-cast necromancy spells stronger
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Old March 28, 2011, 04:47   #136
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So why does it cost a turn to be reminded that you need to disarm an existing trap to free up your equipment?
Ok, actually, this is because using the alter command attacks monsters instead of setting traps, so you'd get free invisible-detection once you'd set all your traps. Unless I separate out trap-setting from the other stuff, this isn't likely. Best I can probably do is add a notification at the bottom of the window. Which is now done.
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Old March 28, 2011, 12:09   #137
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Now all we need is the application of <BLINK></BLINK> and a marquee to the shapechange indicator*, and a forgetful burglar's turn-loss problems are a thing of the past.

* Do not actually do this.

Just so that there's some useful content in this post too: in my opinion it would be nice if there were someway to more strongly emphasize the @'s position in the Map screen. It can be quite hard to find oneself there sometimes.
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Old March 30, 2011, 15:48   #138
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Just a minute ago, I examined the Spear of Orome on the floor with the "I" command when I still only had it pseudod and nothing more, and I got the Orome-specific description for it. While the practical impact of this is, I'll admit, pretty minimal, it's kind of wonky.

No clue yet how widespread this is.
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Old March 30, 2011, 19:46   #139
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Does anyone have any thoughts on the interaction of race-changing and skill aptitude? I assume that it would be possible to keep the original racial skill-aptitudes if I tried.

Also, should shapechanging replace racial stat modifiers? Or maybe reduce racial stats by 1/2? I.e. is there a difference between a giant-mouse and a halfling-mouse? If so, is it exactly the same as the difference between a halfling and a giant?


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Just a minute ago, I examined the Spear of Orome on the floor with the "I" command when I still only had it pseudod and nothing more, and I got the Orome-specific description for it. While the practical impact of this is, I'll admit, pretty minimal, it's kind of wonky.
I think this has been noted before. I'm not sure if I consider this a bug. Maybe looking carefully at a weapon reveals its true nature? I think I'm ok with that.
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Old March 31, 2011, 06:01   #140
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Sangband 1.0.2 Final

Project Home
Windows download
Source
Since we are out of major bugs to squash, it's time to release 1.0.2 final. Here are incremental changes since b4.
  • Ents and woses can walk through forests easily.
  • Various fixes.
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