Game doesn't remember quality squelch settings between games. Other squelch settings it does remember.
Bug in current dev version (3.2.0-969-g022d04e)
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Started new char for debug-reasons and it all quality squelch settings were "bad" as default, also apparently ring of Dog counts as bad even with relatively high bonuses to to_hit and to_dam (negative PVAL?). -
That's interesting - we really need a squelch level "mixed". Though I wonder if *all* =Dog are squelched, or whether it's looking at object_value (i.e. whether the value is above zero). Opened as #1472 anyway.
Your original post is already tracked as #1318."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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rings of Dog always have -1 stealth, and some small AC -malus. This one had -6 IIRC, and to_hit and to_dam were +2 and +3 respectively. That's -7 negative values and +5 positive. If that is the case then AC is still overvalued compared to off-weapon to_dam and to_hit (-1 stealth isn't that bad).Comment
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The old squelch bad code is a mess. When I release my current rewrite of identify and sensing stuff, the dog won't be squelched [assuming the dev team takes my code].rings of Dog always have -1 stealth, and some small AC -malus. This one had -6 IIRC, and to_hit and to_dam were +2 and +3 respectively. That's -7 negative values and +5 positive. If that is the case then AC is still overvalued compared to off-weapon to_dam and to_hit (-1 stealth isn't that bad).
Amulets of inertia will count as bad. That's consistent with neg stat rings counting as bad despite having a sustain.
I think starting by squelching bad is a mistake. I think even the idea of bad is a mistake.Comment
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