Nightlies embark on long journey towards 3.3

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  • scud
    Swordsman
    • Jan 2011
    • 323

    If I'd been hit by a Time Vortex would it not appear in my monster memory, even if I didn't see it?

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      Originally posted by scud
      If I'd been hit by a Time Vortex would it not appear in my monster memory, even if I didn't see it?
      AFAIK no. You need to see thing before it gets registered in monster memory. Similarly kills that you don't see don't go in monster memory.

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      • scud
        Swordsman
        • Jan 2011
        • 323

        Ah... they're multicoloured hounds. They alternate between gravity grey (possibly very pale blue), blink dog blue, and another slightly darker blue I'm not sure is used elsewhere. Were they a constant blink dog blue in earlier versions?

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        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          Originally posted by scud
          Ah... they're multicoloured hounds. They alternate between gravity grey (possibly very pale blue), blink dog blue, and another slightly darker blue I'm not sure is used elsewhere. Were they a constant blink dog blue in earlier versions?
          Hum, Time hounds do not need to be multi-colored, that blink dog blue was obvious enough. You can turn that off from monster.txt (flag is pretty much self-explanatory).

          If you turn animate_flicker on they change color in real-time, but for some reason that slows game down a lot. Especially with overhead view term window.

          Game in general is very slow with overhead view term window active, you can actually realize that there is something tracking your movements nearby by slowdown of the game even without seeing it (or even that overhead view showing it). I think it is some screen update-issue, game updates screen way too often. Or the new code just is gazillion times slower than old code.

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