Nice thus far, the usual complaints, plus this bug: when I reload (I'm playing this on XP ATM but I suspect this might also be true for OSX) a char, my macros and keymaps don't seem to have been saved in my char's pref file. I think the code for dumping prefs may be a bit buggy. It would be a lot more annoying if I used more than one macro (F1 for shooting) and two heymaps (tab for MM and H for detect traps/doors -- I'm used to the old keyset and G is taken
)
I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.
TTFN
PY
)I like that treasure and object detection were merged. I'm playing a HE mage right now and I find it actually makes sense to carry a rod of treasure/obj detection. My playing style happens to involve shopping at the black market, so this really helps.
TTFN
PY
lets just have one class that can wield every weapon and cast every spell.... I think the idea of seperating out detecting items from treasure was entirely about flavour, in that mainly the rogue type character should be interested in finding treasure and mainly the pure spell caster type character should be interested in divining the location of objects.
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