So I just downloaded 3.1.0, upgrading from 3.0.9. Looking through the changes, I decide it looks good, I'll move my old savefile into this version and keep playing my current character. Okay, so I copy-and-paste the savefile to the new version, where I discover that it's incompatible. That's fine, no biggie, I'll just keep playing the old version until my current character dies. So I go to open the old version, and imagine my disappointment when I'm greeted by a start screen. This certainly wasn't my best character by any means, but I felt it had real potential. What happened? Did I get bitten by save-scumming prevention? Is there a way to prevent this? Does this game really even need save-scumming prevention?
Is this really necessary
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Thanks, but I'm not really going to worry about it, I just started playing 3.1.0 and I like it a lot more anyway. One problem with the new version, though. I picked up a hard leather cap in the dungeon, and it pseudo'd as magical. So I wore it, but when I got around to identifying it it turned out to be [2, -3]. I don't think acid did this (as I recall, acid damage stops harming items when they reach 0 ac, and I avoid melee combat with acid creatures on principle anyway.) So I must have picked it up like that. Is this a bug? A feature? I really like the new pseudo-ID system, but my item feelings seem worthless if the "magical" ones can turn out to be worse than useless.Comment
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One of the changes was to stop automatically cursing every item with negative bonuses. So basically, yes, a {magical} item may be positive or negative.Currently turning (Angband) Japanese.Comment
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Worthless for good characters, yes. But it really hampers beginning characters if they can't rely on pseudo-ID and have to Identify everything {magical} they pick up before wearing it. And wouldn't it be more realistic to have the good ones pseudo differently from the bad ones anyway? Perhaps {magical} means item with postive bonuses, whereas {worthless} means item with negative bonuses?Comment
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It's not really worth identifying them. Just toss anything not immediately obviously good [which includes all armor] as junk. If you can't tell whether a {magical} weapon is good after two hits, toss it too. This was a failure, but hopefully the rest of the changes will make up for it.Comment
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Yeah, for what it's worth, all the other changes I've seen are great, especially the consolidation of rogue "detect treasure" and "detect objects" spells into one. But one possible bug- when you pick up an un-ID'ed wand of a known type and you already have an ID'ed wand of that type, it enters the stack, meaning you don't have to ID it to know its charges. Real minor issue, but it feels a little cheap.Comment
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It's not really worth identifying them. Just toss anything not immediately obviously good [which includes all armor] as junk. If you can't tell whether a {magical} weapon is good after two hits, toss it too. This was a failure, but hopefully the rest of the changes will make up for it.
This is handled by ticket #752, but it isn't immediately clear what course of action's been decided upon, if any.Bands, / Those funny little plans / That never work quite right.
-Mercury RevComment
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Did I mention I really like the new objects? Just found "Mushrooms of Emergency"--now there's a dilemma. Resistance and curing, but hallucination?Comment
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