Competition 110

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  • Jungle_Boy
    replied
    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"

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  • buzzkill
    replied
    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.

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  • Nick
    replied
    Originally posted by Psi
    That is a really annoying change. Perilous gauntlets in inventory when I died were "of slaying" with a minor negative to AC. On picking them up they got the (?, ?) which I guess is a bug, but made me think they must be "of weakness".
    Not sure if the (?, ?) is a bug or a feature. Yes it is an annoying change - I think I like it

    Also no auto pickup, with pickup single items, still prompts for what to pick up when there is only one item beneath you.
    That's a bug. I'm still working through all the changes that happened with the update to V3.2.

    And just to echo another point that has been made, that was some weird options config.
    Yeah, I think that's because the options have all changed, and copying in a 1.1 save file doesn't send them anywhere sensible. I'm really glad I did an option fix and resave straight away and copied that the 60-odd times I've had to restart.

    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.

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  • Psi
    replied
    Originally posted by Nick
    Yep, that's intentional. 'perilous' means 'ego with some drawback, which can range from boots of speed [2,-1](+10) to boots of pitiless torment.
    That is a really annoying change. Perilous gauntlets in inventory when I died were "of slaying" with a minor negative to AC. On picking them up they got the (?, ?) which I guess is a bug, but made me think they must be "of weakness".

    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.

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  • Nick
    replied
    Originally posted by ewan
    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!
    Ow, that needs fixing - it probably won't get fixed during this competition, though.

    Originally posted by Seany C
    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).
    Probably the second explanation, but I know Bahman used to have problems with player ghost drops in O. I'll keep it in mind.

    Originally posted by Seany C
    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.
    There was a bug where if you tried to move into a tree but were interrupted, then tried to move a different way, the second choice was ignored; that is fixed in 1.2.4. I suspect, though, that this is a different issue (because I think I've seen it too); quite likely it's a result of the fix to the first bug

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  • Seany C
    replied
    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)...

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  • ewan
    replied
    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 occasion

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  • Nick
    replied
    Originally posted by Seany C
    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)...
    Yes, the rod does, and the only other thing is if you have gear with the "Occasionally greatly aggravates nearby creatures" curse.

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  • Seany C
    replied
    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)...

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  • Roch
    replied
    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.

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  • Nick
    replied
    Originally posted by ewan
    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.
    I think just squelching non-ego may be what you want - that would squelch average and good (and dubious) armours, but would have left those boots untouched. You can also go into ego squelch and deal with egos individually, but that's a bit more time-consuming.

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  • ewan
    replied
    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.

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  • HallucinationMushroom
    replied
    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.

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  • Psi
    replied
    Originally posted by Seany C
    4) Competion time, so everyone's playing comparatively recklessly;
    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.

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  • Psi
    replied
    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.

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