Most annoying bugs

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  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #31
    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.

    Comment

    • Estie
      Veteran
      • Apr 2008
      • 2347

      #32
      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 ?

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #33
        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.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          #34
          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.

          Comment

          • MattB
            Veteran
            • Mar 2013
            • 1214

            #35
            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!

            Comment

            • scud
              Swordsman
              • Jan 2011
              • 323

              #36
              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.

              Comment

              • MattB
                Veteran
                • Mar 2013
                • 1214

                #37
                I too agree with both of the below posts.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #38
                  Originally posted by Estie
                  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 ?
                  With my suggestion about % of remaining HP maybe, unless you use something small like 10% as base %.

                  Maybe if we make "slow poison" give you strong protection to effect but not damage like actual resist poison?

                  Originally posted by Estie
                  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).
                  Cure would potions were % based for a while, but it didn't work. Game got way too easy with that.

                  Comment

                  • Estie
                    Veteran
                    • Apr 2008
                    • 2347

                    #39
                    We have characters that range from 10 hp to 1000 hp who need meaningful healing. That is being done with many tiers of healing potions; if the number of types of those is to be reduced, I dont really see an alternative to %based healing.
                    However, I also dont see how %based healing potions can prevent me from supplying a similar amount of healing as current game has, thus maintaining the difficulty. You just need to get the numbers right.

                    The reason for wanting to reduce the number is to make room for an item that cures status effects. As you said, it would be a good idea to make those rods/spells useful.

                    As for the poison status annoyance, I think the best and easiest way would be to reduce the counter to a reasonable amount, like 10. Make the damage more than 1 per tick, but there is no need to keep the overall damage constant (as in 100/1 per round -> 10/ 10 per round); just pick suitable damage numbers that set the danger to a desired level. Obviously, this way is more bursty and thus more dangerous.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #40
                      We have percentage-based healing -- the Healing potions on up will restore either a flat amount or a percentage of your max HP, whichever is greater. Functionally this only ever really makes a difference for warriors and paladins, though. The lower-level healing potions (C*W potions) did percentage-based healing for awhile, too, but it was too powerful; all you needed to take on Morgoth was a nice big stack of Cure Light Wounds and some Phase Door, since drinking 3-4 CLW would get you several hundred HP back at the end of the game.

                      Comment

                      • Estie
                        Veteran
                        • Apr 2008
                        • 2347

                        #41
                        Okay, to make clear what I want heres a different approach:

                        Assume theres only 2 types of healing potion, small and big; the amount healed *for highlevel characters* should be similar to !ccw and !healing. However, the low levels need healing too, but not ccw at lvl 1, so let the potions have less effect for lowbie toons. This can be done by making it a function of character level or (imo better) hit points.

                        So replace clw, csw, ccw, healing with 2 variable types.

                        The temple sells the small type; how much should it cost ?
                        I would suggest same as current csw. Its (barely) affordable for new characters, and the downpricing for highlevels can be justified with the loss of curative properties from old ccw.

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #42
                          Originally posted by scud
                          What what what?!? You're installing a fresh meat counter? Will there be fish too?
                          Correction, I can't trivially fix this. Drop profiles don't seem to be set up properly for gold drops. I have successfully reduced the drop size to 0 pieces though.

                          Comment

                          • MattB
                            Veteran
                            • Mar 2013
                            • 1214

                            #43
                            OK, here's a new one on me.
                            What's that curious new monster I am also aware of?
                            (Am I suffering from Schizophrenia?)
                            P.S. Bit worried about that Vrock...
                            Attached Files

                            Comment

                            • takkaria
                              Veteran
                              • Apr 2007
                              • 1951

                              #44
                              Originally posted by MattB
                              OK, here's a new one on me.
                              What's that curious new monster I am also aware of?
                              (Am I suffering from Schizophrenia?)
                              P.S. Bit worried about that Vrock...
                              Do you have a savefile that can reproduce that bug?
                              takkaria whispers something about options. -more-

                              Comment

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1214

                                #45
                                Originally posted by takkaria
                                Do you have a savefile that can reproduce that bug?
                                No, I'm really sorry - I'm a bit new at all this, I should have thought about that at the time [blush].
                                To be honest, as you can see from what was around me at the time, my mind was on other things (especially as I'm very close to my second ever win...), so I just snipped it and moved on. I actually didn't expect that I had stumbled upon anything significant or useful.
                                FWIW, I got them all (except maybe that vrock)!
                                If it's of any use, I just zapped my rod of detection and that popped up. After recalling, it disappeared next time I went back down into the dungeon. And if it makes any difference, I have one dynasty on my harddrive on 3.4.1, another dynasty on my harddrive from a previous version and yet another with my 6 year old son's save on a flash drive. I doubt that's relevant, but just in case it helps...
                                I will try harder next time.
                                - Matt

                                Comment

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