A Few New Player Questions

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  • Madoka
    replied
    New question about level feelings.

    Do the treasure feelings also include items generated in the inventories of monsters? Or just on the floor?

    Also, I think stuff under rubble is generated at the time of interaction with the rubble and would not be included in the original feeling?

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  • Madoka
    replied
    Originally posted by Derakon
    Items in monsters' inventory are determined when the monster is generated; Acquirement results (and, I believe, the contents of chests) are determined at the time you interact with the item. Though with chests the chest's level determines the quality of the item generated, so there's zero point in holding onto chests for later.
    Thanks again! There seems to be more sundries in the dungeon now. (I didn't play the betas). More food, fuel, scrolls/staffs of ID, etc. Now with no selling and me not lugging everything up to sell, it's easier to stay down in the dungeon. I also seem to be getting tons of ego items. Overall, very much enjoying the new version.

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  • Derakon
    replied
    Originally posted by Madoka
    Thanks for the explanation. Nice to know that the game rerolls bad rolls. Are drops from Uniques and items from Scrolls of Acquirement also pre-determined at the generation of the level?
    Items in monsters' inventory are determined when the monster is generated; Acquirement results (and, I believe, the contents of chests) are determined at the time you interact with the item. Though with chests the chest's level determines the quality of the item generated, so there's zero point in holding onto chests for later.

    Leave a comment:


  • Madoka
    replied
    Originally posted by Derakon
    All characters' hit dice are 1dN, where N is determined by your race and class. You then get bonus HP per level based on your CON score. While warriors tend to have decent CON, the bonus HP don't really start taking off until you get your CON up in the 18/100 range, so I wouldn't be surprised if your bonuses early on are going to be small. You could just be suffering from lousy rolls.

    The game does pre-roll your hit dice results for all of your levels, though, and if they're really bad (or really good) then they get rerolled. So you shouldn't be more than IIRC 20% away from the average HP, in the long run. In the short term, though, you can definitely be HP-screwed.
    Thanks for the explanation. Nice to know that the game rerolls bad rolls. Are drops from Uniques and items from Scrolls of Acquirement also pre-determined at the generation of the level?

    Leave a comment:


  • Derakon
    replied
    Originally posted by Madoka
    So far I am loving the new rooms. I really liked the fish room!!

    I had one new question. I'm trying out a warrior, and for the last 3 level ups, I've gotten 3, 4, 3 hit points. I could have sworn that warriors min gain per level was higher than that? I certainly could be wrong about that though.
    All characters' hit dice are 1dN, where N is determined by your race and class. You then get bonus HP per level based on your CON score. While warriors tend to have decent CON, the bonus HP don't really start taking off until you get your CON up in the 18/100 range, so I wouldn't be surprised if your bonuses early on are going to be small. You could just be suffering from lousy rolls.

    The game does pre-roll your hit dice results for all of your levels, though, and if they're really bad (or really good) then they get rerolled. So you shouldn't be more than IIRC 20% away from the average HP, in the long run. In the short term, though, you can definitely be HP-screwed.

    Leave a comment:


  • Madoka
    replied
    So far I am loving the new rooms. I really liked the fish room!!

    I had one new question. I'm trying out a warrior, and for the last 3 level ups, I've gotten 3, 4, 3 hit points. I could have sworn that warriors min gain per level was higher than that? I certainly could be wrong about that though.

    Leave a comment:


  • Madoka
    replied
    Thanks for the fast reply, Nick.

    After playing for about an hour or so, I think I like the no selling option. I used to pack all this crap back to town to sell, but now I just ditch it in the dungeon and keep going. Looking forward to what 4.0 holds in store.

    Leave a comment:


  • Nick
    replied
    Originally posted by Madoka
    But what's the LF:1-2 mean on the bottom of the screen? It's said LF:3-1 as well.

    Also, I read that you can edit some things now easily. Can you make your home larger? I love keeping all the artifacts I find rather than selling or throwing them away. Not real important, but it feeds my packrat nature. I looked in the constants file, but nothing seem to relate to your home. I haven't maxed out my house yet in case the house is now already infinitely large and I haven't realized it.
    The LF: marker is for the level feeling - the first number is the monster feeling, that you get immediately on arriving, and the second is the object feeling, that you get after exploring a bit.

    To expand the home, change the store inventory maximum line:
    Code:
    # Maximum number of discrete objects in store inventory
    store:inven-max:24
    It won't have any effect on the other stores, as other things prevent them getting more inventory. It does make the item indices a bit eird, but you can still access all the slots by scrolling.

    Leave a comment:


  • Madoka
    replied
    I'll add my question here rather than start a new thread.

    I just noticed 4.0.0 came out and decided to give it a go. First thing that freaked me out was the town. After getting over that, I then found a Dagger (+5,+5) right away on L1.

    But what's the LF:1-2 mean on the bottom of the screen? It's said LF:3-1 as well.

    Also, I read that you can edit some things now easily. Can you make your home larger? I love keeping all the artifacts I find rather than selling or throwing them away. Not real important, but it feeds my packrat nature. I looked in the constants file, but nothing seem to relate to your home. I haven't maxed out my house yet in case the house is now already infinitely large and I haven't realized it.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by MattB
    Hmm, how right you both are.

    Locking the door doesn't seem to actually do anything though. Bug?
    I thought just moving into the door attempts to unlock it.

    Locking seems to work for me. Monsters may have to make several attempts to get past a locked door, either "fiddling with the lock" or bashing it.

    Leave a comment:


  • Nick
    replied
    Originally posted by MattB
    Hmm, how right you both are.

    Locking the door doesn't seem to actually do anything though. Bug?
    No, locking the door locks the door. But shift-d doesn't unlock it, o does.

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  • MattB
    replied
    Originally posted by Ingwe Ingweron
    If the door is already locked, you get the "nothing to disarm" message, if unlocked, you get the "you lock the door" message.
    Hmm, how right you both are.

    Locking the door doesn't seem to actually do anything though. Bug?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by MattB
    'Shift-d' is the disarm command. It doesn't generate that message for me (I get "You see nothing there to disarm"). Are you playing v4.0?
    If the door is already locked, you get the "nothing to disarm" message, if unlocked, you get the "you lock the door" message.

    Leave a comment:


  • MattB
    replied
    Originally posted by Scampada
    Shift+d did the thing. There was a message 'You locked the door.'
    'Shift-d' is the disarm command. It doesn't generate that message for me (I get "You see nothing there to disarm"). Are you playing v4.0?

    Leave a comment:


  • Nick
    replied
    My feeling on doors is that they can't really be made very interesting at the moment, because there are too many of them. So if we want interesting doors, there need to be less of them. On the whole, I think I like that idea, but it will require a bit of thought.

    Leave a comment:

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