Competition 110
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The option "enter keybrings up command menu" does not seem to work. The enter key brings up the command menu no matter the setting. Also when you bring up the command menu and then hit Esc, you get the message "you cannot wield that there" -
V124
Dungeon Mapping only does half the job on wilderness levels. It fails to map the path, but maps trees surrounding the path, and trees adjacent to grass and water, but not the rest of the trees (most of 'em). It also fails to map the permanent map border.
The movement bug is still present, and I see that as being a late game player killer should anyone survive to that point.Leave a comment:
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Also no auto pickup, with pickup single items, still prompts for what to pick up when there is only one item beneath you.
And just to echo another point that has been made, that was some weird options config.
In my defence, I'm trying to learn the roguelike key set, so I keep on walking into trees when I really need not to.Leave a comment:
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Also no auto pickup, with pickup single items, still prompts for what to pick up when there is only one item beneath you.
And just to echo another point that has been made, that was some weird options config.Leave a comment:
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Inventory bugs are interesting. If I wield a replacement item, my inventory temporarily gains an X slot, which lasts until i drop something or otherwise close a slot.
Not so big a deal. However, it seems that if I now replace-wield something that starts on the ground, the taken-off item attempts to go into that X slot, fails, and vanishes entirely!
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Two possible bugs, one minor, one rather more worrying:
Minor: A player zombie just dropped a 'good' rather than 'great' item (unless, as often happens, he dropped nothing and a good item happened to be on the next square).
Worrying: difficult to describe this exactly but several times when meleeing in rubble/trees, the direction keys behave erratically for a turn or two after. Hasn't happened in previous versions - maybe a flush input problem? I'll send a savefile next time I spot it(this is on Windows XP)...Leave a comment:
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Inventory bugs are interesting. If I wield a replacement item, my inventory temporarily gains an X slot, which lasts until i drop something or otherwise close a slot.
Not so big a deal. However, it seems that if I now replace-wield something that starts on the ground, the taken-off item attempts to go into that X slot, fails, and vanishes entirely!
Which is a small problem on occasionLeave a comment:
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Yes, the rod does, and the only other thing is if you have gear with the "Occasionally greatly aggravates nearby creatures" curse.Leave a comment:
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I didn't think monster-generation aggravation sped up monsters in FaA (I thought only a Rod of Aggravate Level did that, but I might have made that up)...Leave a comment:
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Is it difficult to add an indicator of when monsters are hasted? Sometimes I think I miss the "you hear a stirring in the distance" that seems to presage a speed boost to monsters. I'll be happily dispatching ogres when all of a sudden they will be wailing on me even though I have +2-+7 speed.Leave a comment:
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A little more critical feedback, perhaps: the quality-squelch feels broken. It's the 'dubious' nature items that are the problem - I just found speed sandals (only +1, but hey!) which were squelched because they were (1, -1) and hence considered as worse-than-average. So I have to set things to only squelch dubious non-ego, and that doesn't feel to me as though it is what I want: I *want* to squelch all average and good armours, but now can't do so.Leave a comment:
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A little more critical feedback, perhaps: the quality-squelch feels broken. It's the 'dubious' nature items that are the problem - I just found speed sandals (only +1, but hey!) which were squelched because they were (1, -1) and hence considered as worse-than-average. So I have to set things to only squelch dubious non-ego, and that doesn't feel to me as though it is what I want: I *want* to squelch all average and good armours, but now can't do so.Leave a comment:
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I came across an oddity. I tele-leveled from the wilderness and it dropped me to Amod Rudh 16. Upon arrival, I couldn't move. I could do all other commands but movement. I tried mouse-click, roguelike buttons and numberpad. I reloaded and then I was able to move again, but the game was acting as though I had no light source... you feel a wall messages, and not lighting up dark squares even though I had a lamp. I took off my lamp, and put it back on, and then everything was just fine... not counting that I died a few turns later, of course.Leave a comment:
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I think that one will be a big issue for me too. I'm pretty certain that with enough time, one could go backwards, build the character slowly and win the game. However I've always got one eye on the turncount and the thought that unless you pull off the only win, the exp/turn criteria will bite you.Leave a comment:
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Thanks for all the comments. I must give it a go before time runs out!
Disconnected wilderness sounds like the real killer to me. When it was possible to make an immediate exit from an unpleasant starting position, it didn't matter that you were starting in tough wilderness. That said, LostTemplar was running ironman characters out of Ephel Brandir so it has to be doable.
I can think of friendlier starting races/classes to play from that position - never been a fan of Adan or Paladins. I guess this is a real challenge comp.Leave a comment:
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