A thread for all those little questions that are too small to require a whole discussion. Here's mine:
Do uniques have a finite number of mana points?
Not in V. They do in O and S, and the games play very differently as a result. In V, all casting monsters have infinite mana, and this limits their AI considerably, as it quickly flips from retarded to unbeatable.
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
I have never really figured out what base delay does?
I have never really figured out what base delay does?
It specifies the amount of time to wait in-between frames of animation for various effects. Set it to 25ms and then shoot a stinking cloud at something and you should get the idea pretty quickly.
It's a shame the default setting is basically no delay; I have friends who have played the game for years without ever realizing that the game has any animations at all, and they can be quite useful for tracking where incoming spells originated and what the radius on your nifty new ball attack ability is.
Not in V. They do in O and S, and the games play very differently as a result. In V, all casting monsters have infinite mana, and this limits their AI considerably, as it quickly flips from retarded to unbeatable.
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
Patches are always welcome.
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
Yes, and they should. I am tired of meeting Wormy, or any other teleporting and healing monster with full life once again. It would also prevent stuff like: How did that illusionist cast 8 confusion spell, 7 blinding spells, teleport 5 times and pump lots of other attack into me spells without running out of mana? He did it again!
The variants with mana limits give the monsters a lot of mana. You will find them more annoying after the change than they are now if the AI takes advantage.
The variants with mana limits give the monsters a lot of mana. You will find them more annoying after the change than they are now if the AI takes advantage.
Personally I prefer the variants with monster mana, because the game is more interesting. Yes, the casters are annoying, just as they are now in V, but you can (if you want) deliberately use mana-draining attacks to incapacitate them. Lots more possibilities.
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
If you fire several arrows almost perpendicularly down a hallway with two adjacent doors, and hit a monster standing just on the other side of them - does slowing down the base_delay to the point where you can see which door each of the arrows used thereby eliminate the phase interference that the arrows would otherwise experience.
depends. Which hemisphere are we in? Gotta account for the Coreolis effect.
How rare are stat potions in the most recent stable release? I tried recently, and they almost never came up. How worried should I be about maximizing important stats, and when?
They are much less common in the most recent release, but ultimately I think something will be done so that stat gain pacing is a little more similar to how it used to be.
I frequently dawdle from 1500' to 2000' until I pick up a few points of STR, CON, and spell stat. I wouldn't wait to max all your stats, or even just the important ones, as you're liable to get bored and careless.
How rare are stat potions in the most recent stable release? I tried recently, and they almost never came up. How worried should I be about maximizing important stats, and when?
Stat potions in 3.1.0 are rarer than ever before. In 3.1.1 they are slightly more common, but not much. IMO you will die if you try to max your stats. Just get to 4900' and optimise your kit for CON boosts before taking on the questors.
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
Stat potions in 3.1.0 are rarer than ever before. In 3.1.1 they are slightly more common, but not much. IMO you will die if you try to max your stats. Just get to 4900' and optimise your kit for CON boosts before taking on the questors.
I was playing SVN HEAD while 3.1.0 was in the works, and I actually did manage to max the stats of a dwarf warrior (who became my first winner) despite the rarity of stat potions. It took place in small increments over the course of three weeks. (I also killed all the uniques.)
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