sure, but then you're way beyond simple changes. Dreads have the same field of vision as reavers, and reavers let out the rest of the graveyard. Reavers also move faster. Dreads picking up items is a concern but really not that big of a one in this case. They certainly aren't going to be able to pick up all the items in the pit. And if you can lure away a dread or a ghost and pick it off to get an item. Well, honestly, that's kind of a fun mechanic.
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Nice, I will be grabbing your vault & stuff changes and incorporating them into iVanilla. As soon as get the time ... =P
Btw, regarding pseudo-id, I'm playing a ranger and it having the worst pseudo-id at start really showed. Please report on early game pseudo id rates. The 3rd I-value in p_class is the initial chance_in(x) value, ranger has the suckiest and definitely felt for this char that it was too sucky... Did you find the early priest game okay with pseudo-id?Comment
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Nice, I will be grabbing your vault & stuff changes and incorporating them into iVanilla. As soon as get the time ... =P
Btw, regarding pseudo-id, I'm playing a ranger and it having the worst pseudo-id at start really showed. Please report on early game pseudo id rates. The 3rd I-value in p_class is the initial chance_in(x) value, ranger has the suckiest and definitely felt for this char that it was too sucky... Did you find the early priest game okay with pseudo-id?Comment
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Got the most recent version with fracblows. and happily don't have to merge my vault changes on my own.
Already noticed some funky behavior with LoS detection. I often find secret doors in areas that I actually can't see. I think LoS detection should only work if the area is lit.Comment
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Yep I have noticed the dark area problem. Probably quite simple "is this grid lit" check will fix that, haven't got around to that though. Trying to find a nice frablows formula.
I will probably downgrade MoD to 30lbs., and allow max blows at 220/220 with it ...
About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.Comment
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About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.
Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =PComment
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Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.
Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =P
We'll get there."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I've attempted dumping my options to a pref file. I've tried several different names. Then I reloaded it on the next character. The flavored items that I've squelched are loaded correctly. Along with autoinscriptions, etc. However the Quality squelch settings always get reset to none. I've seen this problem on the previous version (before fracblows) I'm using an unedited ivanilla source shortly after fracblows was implemented.Comment
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another minor bug in traps, although not a bug as much as an unintended behavior. using - before moving would allow you to move onto a trap square without disarming. I'd often use this to jump down trap doors. Now I can't do that anymore with high enough dex because I keep on nimbly evading it.Comment
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