Death mold monster memory says it is hurt by fire and it resists fire which seems a little contradictory. Version 3.3.1
Death mold
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I wish I could turn flickering monsters off completely. Multi-hued is enough.
I think I edit FLICKER -flag off from those monsters. It has been more trouble than worth it.Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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The animate_flicker option doesn't work for you?"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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That's real-time flickering on/off. I like to turn it off completely for non-multihued monsters. For example Law dragon looks like Ancient White with one of its changes.
Real-time flicker has unwanted side-effects with overhead view and it just is disturbing.Comment
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Oh gosh. I didn't realise that animate_flicker only turned off real-time flickering, and left per-keypress flickering on!! Ouch. I guess I hadn't paid enough attention to the difference between ATTR_FLICKER and ATTR_MULTI. I think turning off the option should turn off flickering altogether."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Turning this off when you turn off realtime flickering sounds reasonable.Comment
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Timo's complaint is that the "turn-based" flickering makes it harder to distinguish between monsters, and I can't say I blame him. If you have a choice between a monster with a distinct color, or one which shifts between several colors, some of which are also used by other monster types, which is easier to distinguish?
Turning this off when you turn off realtime flickering sounds reasonable.Comment
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I'm not entirely in same page with Takkaria here. If the option affects only UI, and not gameplay I don't see any reason not to add it in. It isn't any different to add new set of tiles after all.Comment
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