changes on resistance flags in char screen

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  • bebo
    Adept
    • Jan 2009
    • 213

    changes on resistance flags in char screen

    I really like how now in the char screen acid, fire etc resistance is now displayed as rAcid, rFire, etc.

    I was wondering why the change hasn't been made for all of the resistances (like chaos, disenchant and so on)?

    As a side note, is there a purpose for the ImpSP line? As far as I know no item impairs SP regen atm? Maybe relative to plans on adding new curses soon?

    PS - i love the new race changes! maybe give half-orcs, half-elves and elves some love too? they are hardly played atm
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  • takkaria
    Veteran
    • Apr 2007
    • 1951

    #2
    Originally posted by bebo
    I really like how now in the char screen acid, fire etc resistance is now displayed as rAcid, rFire, etc.

    I was wondering why the change hasn't been made for all of the resistances (like chaos, disenchant and so on)?
    Mostly because it wouldn't fit.

    As a side note, is there a purpose for the ImpSP line? As far as I know no item impairs SP regen atm? Maybe relative to plans on adding new curses soon?
    Not yet, no.
    takkaria whispers something about options. -more-

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    • will_asher
      DaJAngband Maintainer
      • Apr 2007
      • 1124

      #3
      Originally posted by bebo
      PS - i love the new race changes! maybe give half-orcs, half-elves and elves some love too? they are hardly played atm
      When I read this I wondered "What race changes?". So I opened up the p_race.txt for V3.1.1 but the only thing I noticed that changed is that there are now entry slots for throwing and digging skill (which seem to be unused at the moment because throwing is always the same as shooting, and digging is always 0).

      So I still wonder, what race changes?
      Will_Asher
      aka LibraryAdventurer

      My old variant DaJAngband:
      http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by will_asher
        When I read this I wondered "What race changes?". So I opened up the p_race.txt for V3.1.1 but the only thing I noticed that changed is that there are now entry slots for throwing and digging skill (which seem to be unused at the moment because throwing is always the same as shooting, and digging is always 0).

        So I still wonder, what race changes?
        He's not talking about 3.1.1 - the race changes are in trunk (r1611).
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Marble Dice
          Swordsman
          • Jun 2008
          • 412

          #5
          And they are:
          • Elves get a +3 to stealth instead of +1.
          • Hobbits auto-identify mushrooms.
          • Gnomes get +22 to devices instead of +12, and auto-identify wands and rods.
          • Dwarves get a +40 to digging, and can see treasure veins up to 3 tiles away when not suffering from status effects.

          Comment

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