3.2 release candidate is upon us!

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • scud
    replied
    Restore Item removes the 'to hit' penalty from heavy armour.

    I'll shut up now and go and see if I can find the bug reports.

    Sorry.

    Leave a comment:


  • scud
    replied
    Found a Restore Item: Your Ring of the Dog is mended.

    Still no mods to accuracy or damage: it's just -1 stealth versus protection from fear. Hmmmm.

    Looking at my recently deceased Level 50 character I discover he met two Giant Grey Scorpions. Obviously not while he was at normal speed with HP111/AC29, though.

    Leave a comment:


  • scud
    replied
    Originally posted by PowerDiver
    It completely ruins the idea of mixed blessings.
    Yes indeed. Although the only 'mixed' item I've ever used is the ring/amulet(?) of teleportation with +4 speed which I'll occasionally remember to slip on during an early ruck.

    Another problem: I've just picked up a Ring of the Dog <-1 stealth>. No mention of hit/damage/AC modifications. Can't be identified. Don't have a Restore to see if that does anything to it. Will report back.

    Yet another problem: what's a Giant Grey Scorpion, why is it at 500', why is it moving so fast? It's like a Carrion Crawler on steroids.
    Last edited by scud; January 19, 2011, 10:54. Reason: Edit: not Carrion Crawlers. They're rubbish. Stegocentipedes?

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by scud
    Sorry if this is already 'ticketed', but being <s>young</s> new I can't find the bug reporting...

    With OS X rev 9c5ac7e7ec a Scroll of Restore Item can only be applied to restorable items (sounds fair) but this has the effect of highlighting unidentified restorable items, eg those two unknown-but-restorable rings in my neophyte's pack turned out to to be Dog and Mouse. Would it have done the same with a cursed stealth or infravision item? Once applied to that item, would that item become a '+0' and simply cease to exist?!

    I now wear a Dex+4 / Stealth +2 Mouse and a (+3/+3) Dog, which in combination take my trident from an average per round of 19.8 up to 35.8.

    Scroll of Restore Item is *too* nice.
    It should have the same price and rarity as ?*REMOVE_CURSE*, and even then I'd still complain.

    It completely ruins the idea of mixed blessings. Instead, you have superior items that require a trick to use. Might as well play nethack.

    Leave a comment:


  • scud
    replied
    Originally posted by Magnate
    I use =Mouse over =Dog in most cases. They're both good once you find a scroll of restore item ...
    Sorry if this is already 'ticketed', but being <s>young</s> new I can't find the bug reporting...

    With OS X rev 9c5ac7e7ec a Scroll of Restore Item can only be applied to restorable items (sounds fair) but this has the effect of highlighting unidentified restorable items, eg those two unknown-but-restorable rings in my neophyte's pack turned out to to be Dog and Mouse. Would it have done the same with a cursed stealth or infravision item? Once applied to that item, would that item become a '+0' and simply cease to exist?!

    I now wear a Dex+4 / Stealth +2 Mouse and a (+3/+3) Dog, which in combination take my trident from an average per round of 19.8 up to 35.8.

    Scroll of Restore Item is *too* nice.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Magnate
    Restore item does two things:

    First, it sets any of to_h, to_d or to_a to 0 if they are <0 - this is why it's good for things like =Mouse and =Dpg
    I really dislike this.

    Leave a comment:


  • Magnate
    replied
    Originally posted by PowerDiver
    Restore item? That makes no sense. They aren't disenchanted or damaged. They just have some negative values.

    If you enchant Calris up to +9 to hit, and hit it with restore item, the appropriate change would be to reset it to -20 to hit. Does something else happen?
    Restore item does two things:

    First, it sets any of to_h, to_d or to_a to 0 if they are <0 - this is why it's good for things like =Mouse and =Dpg

    Second, if the item is an artifact, it re-sets all those to the a_info template values. So yes, it would re-set Calris to -20 ...

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Magnate
    I'm not saying it's great, but it's not junk. I use =Mouse over =Dog in most cases. They're both good once you find a scroll of restore item ...
    Restore item? That makes no sense. They aren't disenchanted or damaged. They just have some negative values.

    If you enchant Calris up to +9 to hit, and hit it with restore item, the appropriate change would be to reset it to -20 to hit. Does something else happen?

    Leave a comment:


  • Magnate
    replied
    Originally posted by PowerDiver
    That's like saying it is better than a ring of feather fall. If you are not using melee, why would you care about Dex?
    What's not to like? It helps shooting, dodging burglars, disarming, etc. etc.
    I suppose you might be saying it is useful as a stealth ring for a char who never melees. My 99.9% pure mages never considered it, but maybe that's a weak spot in my game. I'd prefer even a ring of protection.
    I probably rely too much on stealth.

    I'm not saying it's great, but it's not junk. I use =Mouse over =Dog in most cases. They're both good once you find a scroll of restore item ...

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Magnate
    Rings of mouse are great if you're killing with spells or missiles, as the minus to melee damage is the only drawback. It's actually better than a ring of Dex in those cases.
    That's like saying it is better than a ring of feather fall. If you are not using melee, why would you care about Dex?

    I suppose you might be saying it is useful as a stealth ring for a char who never melees. My 99.9% pure mages never considered it, but maybe that's a weak spot in my game. I'd prefer even a ring of protection.

    Leave a comment:


  • Magnate
    replied
    Originally posted by PowerDiver
    Talking about bad quality squelch getting anything with any bad value vs all bad values ...

    The main reason is that it used to be the right way to do things. It is still useful this way, because e.g. I just wielded a shovel with pval -1. The way the code has been [I do not know if or when this will change] this means that tohit and todam are also negative. I know I want it squelched, and I don't want to have to go whack a mold and let it hit me back to learn all of the values before it can be squelched as bad.
    But I don't think we should make that assumption for all players. Ideally I'd like to see a UI that allows the player to define "bad", or at least select from "-ve pval", "all mods -ve", "-ve dam" etc. etc.
    Rings of the mouse are still junk, but now a ring of the dog is useful. For now, bad quality squelch works on the class of weapons, and for some people at some times would be useful for all jewelry.
    Rings of mouse are great if you're killing with spells or missiles, as the minus to melee damage is the only drawback. It's actually better than a ring of Dex in those cases.
    I'd prefer that stuff like to_hit be apparent on wield. In that sort of system, it might be feasible to require properties of all of the values.
    The ID minigame is a constant tug-of-war between tedium and flavour. Too much stuff known on wield loses flavour - I think it's a shame that ALL current pval-related flags are obvious on wield (including stealth!). I plan to change this to restore a bit of flavour and let a bit of time elapse before you know all an item's pvals.

    Leave a comment:


  • PowerDiver
    replied
    Talking about bad quality squelch getting anything with any bad value vs all bad values ...

    Originally posted by pampl
    Why not make it so ALL of them have to be <=0? That would also let other mixed blessing EQ, like Calris, be unsquelched. I guess that wouldn't fix "Inertia getting squelched though.
    The main reason is that it used to be the right way to do things. It is still useful this way, because e.g. I just wielded a shovel with pval -1. The way the code has been [I do not know if or when this will change] this means that tohit and todam are also negative. I know I want it squelched, and I don't want to have to go whack a mold and let it hit me back to learn all of the values before it can be squelched as bad.

    Rings of the mouse are still junk, but now a ring of the dog is useful. For now, bad quality squelch works on the class of weapons, and for some people at some times would be useful for all jewelry.

    I never use quality squelch on all jewelry.

    I'd prefer that stuff like to_hit be apparent on wield. In that sort of system, it might be feasible to require properties of all of the values.

    Leave a comment:


  • Magnate
    replied
    Originally posted by APWhite
    Before you give the final post, the borg would like to have a couple of changes assimilated. We still don't have the screensaver working yet. But the non-screensaver borg needs a few changes to compile correctly.
    Hmm - if you'd like the new borg code shipped in 3.2, please hurry - takk is planning on releasing it today! Please either send a patch against the current master branch (or nightly), or better still, put your fork up on github ...

    Leave a comment:


  • d_m
    replied
    Originally posted by APWhite
    Before you give the final post, the borg would like to have a couple of changes assimilated. We still don't have the screensaver working yet. But the non-screensaver borg needs a few changes to compile correctly.
    Pull requests and patches welcome!

    Leave a comment:


  • Jungle_Boy
    replied
    Originally posted by takkaria
    This should be fixed as of the nightly id 033d97c, which is due out at 1800 UTC.
    Looks like this is currently fixed. I did notice a new anomaly. When I inspected a stack of 11 spears (1d6) (+0, +0) they show an average damage per hit of 15.4 which is higher then the (2d5) weapon in the next store slot. When I purchased the weapon it displayed the same damage, have not tested it on any monsters yet to see if it is a display issue or actual damage.

    *edit* nevermind this, noticed it is damage/round now which is nice
    Last edited by Jungle_Boy; December 24, 2010, 04:31.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎