3.0.1beta - a little spotted bugs and sugestions

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  • AR_chie
    Apprentice
    • May 2007
    • 71

    #16
    Originally posted by Narvius
    Do you use squelching together with hide squelched?
    If yes, it's probably a squelched potion flavour or something like that.
    Yes and no. I forgot write this. Squelching mode is on, but I'm to lazy to checked the items and squelching doesn't run. Even iron spikes I must destroy manually.

    Another bug - picking up object automatically not working with 100%. If my inventory is full and can't pick up something I wait until any item gets ID and drop/destr them. Now I go back to previously not picked up item, but sometimes he doesn't get this to inventory. Only picking manually 'g' working always.

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    • buzzkill
      Prophet
      • May 2008
      • 2939

      #17
      Originally posted by buzzkill
      What's really fantastic is that the {cursed} Ring of Teleportation upon ID turned out to be a Ring of Teleportation (speed +2). Now uncursed, it's part of my regular kit (though I do remove it on occasion).
      Allow me to quote myself... (possible bug)

      I found another Ring of Teleportation (speed+2). I assume this is supposed to be a cursed item (as the first one was). It was id'd when it stacked with my first ring. However, it is definitely not cursed, and I did not do anything to un-curse it (other than stack it).

      Should cursed and un-cursed items stack?
      Should their cursed/un-cursed status merge when stacked?
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • Donald Jonker
        Knight
        • Jun 2008
        • 593

        #18
        Originally posted by buzzkill
        I found another Ring of Teleportation (speed+2). I assume this is supposed to be a cursed item (as the first one was).
        Not sure about anything else going on, but they aren't always cursed. As far as I can tell, any ring flavor is capable of being both cursed and not cursed, depending on the particular ring you find.
        Bands, / Those funny little plans / That never work quite right.
        -Mercury Rev

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #19
          Originally posted by buzzkill
          Allow me to quote myself... (possible bug)
          If I'm running when the random teleportation kicks in, I continue running after I reappear at my destination.

          I think that teleportation should cancel the run action (but I don't really care).
          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
          My banding life on Buzzkill's ladder.

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #20
            Originally posted by buzzkill
            If I'm running when the random teleportation kicks in, I continue running after I reappear at my destination.

            I think that teleportation should cancel the run action (but I don't really care).
            Well, I do care, and tossed a disturb into the teleport function in my copy. Thanks for the heads up.

            I may have lost a character to this, though perhaps not, hard to say.

            Comment

            • AR_chie
              Apprentice
              • May 2007
              • 71

              #21
              Ring of Damage doesn't accumulate damage point to the bows.

              I found last Ring of Damage (+0,+7) and damaging with my bastard sword raised, but arrows stays at the same damaging level.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #22
                That's not a bug. Bow damage is the sum of the bow's damage bonus and the arrow's total damage, only.

                Comment

                • Zikke
                  Veteran
                  • Jun 2008
                  • 1069

                  #23
                  Do rings of strength increase bow damage because it raises STR?


                  Maybe some Rings of Archery or something could be added to the game that would slightly boost arrow damage.
                  A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
                  A/FA W H- D c-- !f PV+++ s? d P++ M+
                  C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

                  Comment

                  • Donald Jonker
                    Knight
                    • Jun 2008
                    • 593

                    #24
                    Originally posted by Zikke
                    Do rings of strength increase bow damage because it raises STR?
                    If so, (and now that missile range is variable) should strength affect range?
                    Bands, / Those funny little plans / That never work quite right.
                    -Mercury Rev

                    Comment

                    • Elsairon
                      Adept
                      • Apr 2007
                      • 117

                      #25
                      Do rings of strength increase bow damage because it raises STR?
                      No.

                      Maybe some Rings of Archery or something could be added to the game that would slightly boost arrow damage.
                      Great idea. However, in recent version of Vanilla, Archery was/is one of the main attack modes, known for being more powerful than all other attacks. Perhaps we can see these rings implemented after some rebalancing.

                      Comment

                      • Elsairon
                        Adept
                        • Apr 2007
                        • 117

                        #26
                        Originally posted by Donald Jonker
                        If so, (and now that missile range is variable) should strength affect range?
                        I'd say no for crossbows. It's true that stronger people can pull a larger bow. However, most of the damage from bows comes from the enchantments and type of ammunition used. It'd be a bit different, but perhaps an additional # slot on missile weapons (like ac for armor) giving range, and allowing a -/+ modifier.

                        Comment

                        • zaimoni
                          Knight
                          • Apr 2007
                          • 590

                          #27
                          Originally posted by Donald Jonker
                          If so, (and now that missile range is variable) should strength affect range?
                          If fun was not an object, we could add an attribute "effective STR" to bows and crossbows. Then higher-STR bows should have more range (and even a craftsmanship damage bonus) -- but the point of "effective STR" is that is the minimum STR required to even use the bow.

                          That is, you'd have to find an enhanced bow to get the benefits -- and a STR-draining monster could render your current bow unusable.
                          Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                          Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                          Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                          Comment

                          • Antoine
                            Ironband/Quickband Maintainer
                            • Nov 2007
                            • 1010

                            #28
                            Originally posted by zaimoni
                            If fun was not an object, we could add an attribute "effective STR" to bows and crossbows.
                            You could run it off the weapon weight I suspect, no need to add a new attribute

                            A.
                            Ironband - http://angband.oook.cz/ironband/

                            Comment

                            • AR_chie
                              Apprentice
                              • May 2007
                              • 71

                              #29
                              If I'm wrong correct me. For disarming every trap you gain 5 point. This is unfair gaining the same amount of point for disarming a pit and for example dart trap or summonig trap. I know that it works in Z but maybe Vanilla should has it also?

                              Comment

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