Most annoying bugs

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  • scud
    replied
    Originally posted by scud
    Could health-related notifications be suspended while resting, if you're outside your low hit point zone? If I've got several hundred HP and am in a position to rest, I'd like to be able to simply rest my way through poisoning, the progression of wound healing, etc.
    I'm in full agreement with this.

    What?

    Oh.

    Leave a comment:


  • MattB
    replied
    Originally posted by Estie
    2. Change behaviour of rest to not get interrupted by poison as long as hp remain positive. This should cause no problems for people like me who use colour indicator for low hp warning; not sure if people not using that option would be happy. Maybe bind the rest behaviour to said colour option ?
    How about you can rest while poisoned as long as your HP are in the green, but get interrupted every turn where they are yellow or red?

    I find the game does tend to interrupt you when your hp aren't positive!

    Leave a comment:


  • Estie
    replied
    Lembas doesnt work; when dealing with, say, a pack of Algorth, you might have to use it in short succession. Maybe if eating it never makes you slow ?


    What about reducing the amount of healing potions; make them % based by default, with a minimum effect; have a small potion that is sold at the temple and a big one that drops in the dungeon. The former heals 20% (minimum 3 times character level + 5), the latter 50% (minimum 6 times char level +10).
    This is to replace clw - healing; for *healing* and life, combine those two as well, for example by removing life and make restoration (rod) more common.

    This would net 2 slots assigned for heals early game, with the addition of one for status effect removal (rod of curing); to be replaced eventually by big potion, potion of *healing* and rods of restoration late game.

    I made these numbers up on the fly, if you dont like them, suggest better ones.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Estie
    I have thought about the cure poison spells/devices too; but seriously, do you want to assign another inventory slot to a mandatory utility function ?
    Priests and mages could have cure/slow poison spell, and warriors could use Elvish Waybread as food (I usually end up doing that anyway, they are lighter than scrolls, are not vulnerable to fire and when eaten while hungry don't put you in danger of getting gorged when drinking healing potions).

    Resist poison stops that effect anyway later in game.

    In my late games I have actually used rods of curing to fix these kind of effects. I play no selling because that actually feels a lot more natural then carrying stuff back to town for selling purposes, so my inventory at early levels usually has quite a bit space.

    IMO no selling should be default. Game is so much better with it.

    Leave a comment:


  • Estie
    replied
    I have thought about the cure poison spells/devices too; but seriously, do you want to assign another inventory slot to a mandatory utility function ?

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Estie
    1. Change how poisoned status works; instead of having a counter of 100 for 1 hp/round, make it 10 rounds for 10 hp/round.
    That would make early poisoning instant or near-instant death.

    I too would like a change there, but something less obvious, like some % of your remaining HP making first few HP drops a lot worse than late drops, and CCW not curing poisoning. Healing lost HP, yes, but not fix poisoning. Make those slow poison and cure poison potions actually useful.

    Slow/cure poison should be then available in stores.

    Leave a comment:


  • Estie
    replied
    So it doesnt have to be on the list, and it doesnt have to be strictly a bug...here goes:

    When poisoned and not wanting to waste a ccw, I wait it out by pressing rest. Rest 1 turn, check if anything dangerous has approached, rest 1 turn, check if anything dangerous has approached etc for way too much real time. I would love to have this ordeal automized somehow. I can see 2 ways:

    1. Change how poisoned status works; instead of having a counter of 100 for 1 hp/round, make it 10 rounds for 10 hp/round.

    2. Change behaviour of rest to not get interrupted by poison as long as hp remain positive. This should cause no problems for people like me who use colour indicator for low hp warning; not sure if people not using that option would be happy. Maybe bind the rest behaviour to said colour option ?

    Leave a comment:


  • Pete Mack
    replied
    Originally posted by scud
    (3.3.2, not a bug)
    On the one hand it would be too easy a way to obtain a fully recharged item that would otherwise take a number of scrolls/spells to recharge yourself, with the significant risk of destruction.

    On the other hand why is my local magic store selling empty staves/wands?

    Having sold an empty staff of speed, I'd at least like it to be available for resale – fully charged! – after x thousand turns. At present it will initially sit there in the shop window, empty, and will be gone the next time you visit.

    Hmmm.
    If you want no-fail recharge, play NPP. I consider this an exploit, but YMMV.

    Leave a comment:


  • Derakon
    replied
    Timo: I have a gnome paladin right now with 17 STR who prefers wearing leather to heavier armors because he's always pushing his weight limit and doesn't need the extra AC that badly.

    scud: the way I look at it is, the magic shop has figured out how to safely recharge the simpler staves with no risk of blowing them up. They'll charge you for that service. However, they can't do it with the more powerful staves like speed, destruction, etc. so you have to take your chances with Recharging spells/scrolls instead.

    Leave a comment:


  • scud
    replied
    (3.3.2, not a bug)

    I can appreciate why, if the magic store has 3 staves of identify with 27 charges, selling an empty stave results in 4 staves with 36 charges. But if I sell an empty staff or wand not previously is stock, should this too be instantly recharged?

    On the one hand it would be too easy a way to obtain a fully recharged item that would otherwise take a number of scrolls/spells to recharge yourself, with the significant risk of destruction.

    On the other hand why is my local magic store selling empty staves/wands?

    Should the magic shop offer a '100% non-explosive recharging service'? As the right price it would be useful in the early game, although later on when money isn't an issue it might make life too easy: if you're fireproof it would effectively mean you have multi-charge pseudo-rods.

    Having sold an empty staff of speed, I'd at least like it to be available for resale – fully charged! – after x thousand turns. At present it will initially sit there in the shop window, empty, and will be gone the next time you visit.

    Hmmm.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by MattB
    Well at the moment my character would be quite chuffed with an average set of ribbed plate, but soft leather would have to be plus *lots* for me to not just drop it back on the ground (in which case it would probably be at least ego anyway).
    I was thinking this other way around: a mage/priest with low STR would prefer a good light armor instead of heavy one. Weight matters when you are near max your carrying capacity before getting slowed.

    Leave a comment:


  • scud
    replied
    Originally posted by takkaria
    Out of interest, why are people sticking with 3.3.2? Is it because the Mac port became unusable, or is it to do with the gameplay changes?
    In my case, and I suspect the vast majority of cases, it's the window scaling issue. I played 3.4 for a couple of hours and the deeper I went the more claustrophobic the game window became. I spent more time looking at other sectors than I did actually playing the game...

    Leave a comment:


  • takkaria
    replied
    Originally posted by scud
    Genuine 'bug' (present in the 3.3.2 Mac port at least):

    I am standing on a trapped chest. I am adjacent to a trap(s). If I 'disarm', the trapped chest is disregarded ie if there are two or more traps I'm asked which one and '5' simply rests, but if there is a single trap then that trap is disarmed by default.
    Nice catch! I think that one must have been in the game for years.

    Thanks for all the issues so far, it's really useful feedback

    Out of interest, why are people sticking with 3.3.2? Is it because the Mac port became unusable, or is it to do with the gameplay changes?

    Leave a comment:


  • scud
    replied
    Re notifications while resting, is there a rationale for the component parts of 'resistance' or 'resist heat or cold' to have different durations? These seem to be the most regular interruptions while resting.

    Could health-related notifications be suspended while resting, if you're outside your low hit point zone? If I've got several hundred HP and am in a position to rest, I'd like to be able to simply rest my way through poisoning, the progression of wound healing, etc.

    And as a purely personal request, I'd like big flashing lights and klaxons when I'm weak with hunger. For some reason I just don't notice and end up fainting in combat situations. Which isn't ideal.

    Leave a comment:


  • scud
    replied
    Originally posted by fizzix
    The new drop profiles can fix this!
    What what what?!? You're installing a fresh meat counter? Will there be fish too?

    *****

    Genuine 'bug' (present in the 3.3.2 Mac port at least):

    I am standing on a trapped chest. I am adjacent to a trap(s). If I 'disarm', the trapped chest is disregarded ie if there are two or more traps I'm asked which one and '5' simply rests, but if there is a single trap then that trap is disarmed by default.

    Leave a comment:

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