Competition 87

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  • Nick
    replied
    Originally posted by buzzkill
    Would you consider suppressing this message? I couldn't imagine someone getting bent out of shape over accidentally destroying squelched items.

    Also, I don't don't need to be told when a squelched item rolls beneath my feet.
    You can also set traps on squares with visible items, and you get the destruction message then too.

    I guess it would make sense, though, to suppress both messages for squelched items.

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  • buzzkill
    replied
    Originally posted by murphy
    1. I was trying to set a trap on an (apparently) empty square and kept getting prompted if I wanted to destroy objects in order to a trap. I was confused by the messages. But in hindsight, maybe there was a squelched object on that square and I just couldn't see it, would that explain it?
    Would you consider suppressing this message? I couldn't imagine someone getting bent out of shape over accidentally destroying squelched items.

    Also, I don't don't need to be told when a squelched item rolls beneath my feet.

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  • Nick
    replied
    Originally posted by murphy
    1. I was trying to set a trap on an (apparently) empty square and kept getting prompted if I wanted to destroy objects in order to a trap. I was confused by the messages. But in hindsight, maybe there was a squelched object on that square and I just couldn't see it, would that explain it?
    Yes, exactly.

    2. In stores the help text at the bottom says "l) Look at item" but (with roguelike keys) the key is "x" not "l"
    OK, thanks.
    Last edited by Nick; May 12, 2010, 03:43.

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  • murphy
    replied
    2 minor bugs I noticed

    1. I was trying to set a trap on an (apparently) empty square and kept getting prompted if I wanted to destroy objects in order to a trap. I was confused by the messages. But in hindsight, maybe there was a squelched object on that square and I just couldn't see it, would that explain it?

    2. In stores the help text at the bottom says "l) Look at item" but (with roguelike keys) the key is "x" not "l"

    Murphy S

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  • Nick
    replied
    Originally posted by buzzkill
    Well, there is a "Generate dungeon with connected stairs" option (dungeon_stair) which could be set to "no".
    Yes, you're right - I don't know what I was thinking. Given that it's a changeable option, though, it's up to personal choice...

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  • buzzkill
    replied
    Originally posted by Nick
    There is no disconnected stairs option in FA. Until later in the dungeon
    Well, there is a "Generate dungeon with connected stairs" option (dungeon_stair) which could be set to "no".

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  • Nick
    replied
    Another thing that's worth mentioning is that at the bottom of most of the dungeons (Amon Rudh, Nargothrond, Nan Dungortheb, Tol-In-Gaurhoth) is a guardian (you will get a message when you arrive on that level). Fighting the guradian is optional, but if you go 'down' from that level, there will be no way back up (apart from leaving your recall point there, or walking down the stairs again).

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  • Nick
    replied
    Originally posted by Matthias
    Hmm a ring gives me prevent teleport and random teleport but doesn't prevent the random teleport?


    edit: Oh more questions: I read that *charisma* is used to increase stats to higher than 18. What happens if I drink one before that?
    It just acts like an ordinary !Charisma.

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  • thapper
    replied
    Originally posted by Matthias
    Oh more questions: I read that *charisma* is used to increase stats to higher than 18. What happens if I drink one before that?
    Before you reach 18 for a stat the *stat* potion will work as a normal stat potion, sometimes it gives +2 though (at least the *charisma*), but I'm not sure how frequent that is.

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  • Matthias
    replied
    Hmm a ring gives me prevent teleport and random teleport but doesn't prevent the random teleport?

    edit: Oh more questions: I read that *charisma* is used to increase stats to higher than 18. What happens if I drink one before that?

    Leave a comment:


  • Nick
    replied
    Originally posted by Matthias
    Re: Sensing: {Dubios} is always negative plusses nothing else right?
    Yes. For strong pseudo-ID (including warriors) dubious means minuses, good means pluses, perilous means ego with some drawback, excellent means ego with no drawback, special means artifact.

    edit: Also there seems to be a problem with the ladder. The first three share place 0
    Fixed now.

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  • Matthias
    replied
    Re: Sensing: {Dubios} is always negative plusses nothing else right?

    edit: Also there seems to be a problem with the ladder. The first three share place 0
    Last edited by Matthias; May 10, 2010, 12:06.

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  • Nick
    replied
    Just worth mentioning too - this character has decent (but not quite complete, I think) monster memory, and also a fair ego-item memory. ID-by-use in FA requires an ego type to have been (spell) ID'd by the character or an ancestor before it can be recognised by use.

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  • Nick
    replied
    There is no disconnected stairs option in FA. Until later in the dungeon

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  • buzzkill
    replied
    Shouldn't dis-connected stairs be turned on?

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