- no longer takes any time to tunnel if you aren't going to be successful
this makes it weird to fight monsters in corridors while confused (with ctrl + dir, which i always do), in that the turns you'd spend hitting the walls are free now. in fact you probably want to drop a digger if you have it.
this is only due to tunneling and attacking sharing a command, but that's elegant enough... i think i'd rather revert this than give it a separate command.
Easterling archers seem a lot more dangerous (not that they weren't before). The monster recall on my latest death said they used a longbow at 1d7, though ISTR they were changed to 2d7 and most of the time they hit at 3d7 due to the evasion halving. If you get caught in the open you can easily be killed with little hope of escape.
Uldor is a funny one. He used to be my most feared early unique as he was tough for his depth due to his high protection. Now he is almost trivial if you can get up close and personal with him as he just runs backwards and forwards. However... catch him at a distance and get slowed and you are quickly a pin cushion for his escort.
Bug: Could not find a record for an Interesting Room in vault.txt
I do get vault types tho.
I also saw this error on descending to 100ft (but not since).
More seriously, when forging gloves of Treachery, it defaults to a special bonus of +1 (rather than -1), for 25 difficulty. This special bonus can then be decreased in the numbers tab to 0 or -1 (but not then increased). The difficulty for the +0 gloves of Treachery is the same as for the -1, so I'm guessing the fact that it's not -1 to start, and that you can change it at all, is a bug.
I just got this descending to 100' on my current game too.
Thanks for pointing this out. I think it is due to the increase in the number of vault templates, but I'm surprised it wasn't coming up until 1.2.1. I presume you can just ignore it.
this makes it weird to fight monsters in corridors while confused (with ctrl + dir, which i always do), in that the turns you'd spend hitting the walls are free now. in fact you probably want to drop a digger if you have it.
this is only due to tunneling and attacking sharing a command, but that's elegant enough... i think i'd rather revert this than give it a separate command.
Oh, that's annoying. I'm not even sure you should be able to use control-dir to attack without risk of moving when you are confused (I assume almost no-one takes advantage of this). I'm happy to revert -- I was just trying to help streamline things for players.
Easterling archers seem a lot more dangerous (not that they weren't before). The monster recall on my latest death said they used a longbow at 1d7, though ISTR they were changed to 2d7 and most of the time they hit at 3d7 due to the evasion halving. If you get caught in the open you can easily be killed with little hope of escape.
Uldor is a funny one. He used to be my most feared early unique as he was tough for his depth due to his high protection. Now he is almost trivial if you can get up close and personal with him as he just runs backwards and forwards. However... catch him at a distance and get slowed and you are quickly a pin cushion for his escort.
The monster memory is indeed a bug. The Easterling damage is in some sense fixing a bug -- it should have changed to 2 dice back in 1.1.1 when longbows did. Do let me know if they are now too tough. I think I lowered their accuracy, and they should be getting fewer criticals too.
Re Uldor, I decided there should be an archer unique and thought he was previously too similar to his father. I think I'm happy to have an archer unique be easy if you can corner him and hard otherwise. Do you think he is currently problematic, or just different?
There is one type of chasm vault where you can't access the center with the supposedly most interesting loot. (You can't leave it other than by chasm anyway, but maybe allow a way to leap there? Or am I just too dumb to figure out the right order of leaps?)
Yeah, that one is hard to get to (perhaps too hard).
More seriously, when forging gloves of Treachery, it defaults to a special bonus of +1 (rather than -1), for 25 difficulty. This special bonus can then be decreased in the numbers tab to 0 or -1 (but not then increased). The difficulty for the +0 gloves of Treachery is the same as for the -1, so I'm guessing the fact that it's not -1 to start, and that you can change it at all, is a bug.
Thanks for pointing this out. Yes, that is a bug, and probably from 1.1.1. I'll put it on the to-do list. There might be other similar cases.
Let's give Ulfang the high protection, as this was an interesting feature on a melee unique? I hadn't noticed we were removing this.
For the easterling archers, I would guess they are actually less dangerous. I think most of the actual damage occurs for criticals, and at 1 critical the old version was 2d11 (average 12), and the new is 3d7 (average 12). Higher variance means the old one was worse. Bad cases normally involve multiple criticals, which will be less bad with the new version. Of course you will take more damage from regular hits (when they beat protection), but they are normally just a few health each.
Let's give Ulfang the high protection, as this was an interesting feature on a melee unique? I hadn't noticed we were removing this.
It didn't really get removed, it was Uldor that used to be 5d4 and lower melee while Ulfang was 4d4 and higher melee. I believe Ulfang's stats are still the same but he now has opportunist.
I think it makes sense to give Ulfang 5d4, but maybe nerf his melee just a teeny bit if that's the case
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
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