V 3.5 now in feature freeze
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OK, you can come up with a story to explain it, but why not just take it out of the game entirely? What purpose does it serve? I agree with the design goal of discouraging people from carrying stuff back and forth to town; getting rid of this would be just one more step in that direction. If you want ways for people to recharge items, just give them those ways, e.g., scrolls of recharging. -
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Presumably the shop keeper at the magic shop is highly practiced at recharging. To the point where it's worth his time to purchase a charge-less item from an adventurer, recharge it, and then re-sell it for a profit.Leave a comment:
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Why would selling your empty staves recharge them? That seems like a bug, if true. I've never noticed that before. It should preserve the number of charges (or add it to the total in the stack, if there's a stack).Leave a comment:
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No problem. I'll backup my save file and try it tonight. I'll report my findings in case anyone else finds it useful.Leave a comment:
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I can't really say how safe it is; the savefile should load at least, whether it's bugged out or not is something you'll have to find out yourself. Sorry!Absolutely love 3.5, my favorite version to date. How safe would it be to update to the most recent version and continue on with my current save file? It was created on nightly version back in May. I've got a priest still alive in stat gain that I'd like to continue, and take advantage of some of the more recent bug fixes.Leave a comment:
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Absolutely love 3.5, my favorite version to date. How safe would it be to update to the most recent version and continue on with my current save file? It was created on nightly version back in May. I've got a priest still alive in stat gain that I'd like to continue, and take advantage of some of the more recent bug fixes.Leave a comment:
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Oops, forgot attachment...Leave a comment:
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Not sure if thus is a bug or not...
...but I just found this lying on the ground on dlvl1, a 'nothing much interesting' level.
Not that I'm complaining, a cloak of protection (1,+13) will do very micely indeed, thank you, especially as it was the first thing I saw!Leave a comment:
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So, there really was not an attempt to balance the grouped uniques. Personally, in my few playthroughs, I found them to be a bit too hard and wouldn't mind either weakening some of them (lowering HP) or moving them deeper, or maybe some of both.Originally posted by NomadI can't speak for how balanced it is, but it definitely feels like a big leap forward over 3.4 in terms of fun and interest. Really enjoying it!
I know Derakon has thought that grouped giants are too hard, so feedback on that also is useful. These are trivial changes to make, since everything is now in the edit files. It just needs player feedback on where to go.Leave a comment:
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I would like (at some unspecified point in the future) to sort out the shop stuff so that we have store services for recharging and identification and then no selling players can use those and can get rid of the somewhat confusing mechanic where you sell items for 0 gold to a store for side-effects.Leave a comment:
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All changes here are great, but the slow digestion system could probably let digestion be a bit faster.Yup! Here: https://github.com/angband/angband/b...er/changes.txt
I think this is one of the longest changelists we've ever had. In particular feedback on the following would be helpful:
* Replace rings of rFire & rCold with one ring, rFire&Cold
* Move =Flames/Ice/Lightning/Acid higher in the dungeon
* Radically improve Slow Digestion (you nearly never need to eat with it).
* Tweak mushrooms:
- fast recovery heals some HP, clear mind heals 10SP.
- substantially increase duration of telepathy from ,SecondSight and rConf from ,ClearMind.
- Terror now gives you +10 speedLeave a comment:

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