ALL object knowledge is lost after save/restore.
4.1 feature branches
Collapse
X
-
1. Inconsistent behavior with monster list and object list
* When I see one monster and it's killed, the monster list updates immediately after the kill.
* When I see an object and pick it up, the object list updates after next action.
The object list should update immediately like the monster list does.
2. No monster on monster list after running, save file attached.
* If I normally walk into a room, the monster list updates as I step in.
* If I run to the room and step in, the monster list is not updated as I step in.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
Changes for the better: Extra large monster pit filled with loot. Wow. I've been trying to track down Carcharoth for a while. I am still rusty on these deep monsters, so I'd like to kill the dangerous ones prior to Morgoth. He and Pazuzu are left. (I'd leave Pazuzu, except I have a lighting immunity swap.)Comment
-
Changes for the better: Extra large monster pit filled with loot. Wow. I've been trying to track down Carcharoth for a while. I am still rusty on these deep monsters, so I'd like to kill the dangerous ones prior to Morgoth. He and Pazuzu are left. (I'd leave Pazuzu, except I have a lighting immunity swap.)Comment
-
OK, that'd be a good change too. I like that vault as well as the jolly roger vault.
Comment
-
It is in fact a vault. There's also a new vault that looks like a checkerboard, but with high level enemies and treasures.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
-
So far there have been four feature branches. Three of these - cone breath, player knowledge and rune-based ID - are now in the master branch, and the fourth, traps, will go in shortly.
I'm starting to get a little tired of constantly juggling multiple branches, so my current plan is to only have one more - curses. This will come out fairly soon, I hope. Once that is also included, remaining things in the plan for 4.1 will be included straight into master. This will not be all that fast a process - terrain, dungeon generation and simplifying calculations all need considerable thought - but I think it makes sense to do those incrementally rather than in one thematic chunk.
Opinions valued as always.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
I am so looking forward to terrain and, dare I hope, Wilderness!“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
-
Feature request: Allow squelch of splendid ego helmets but not crowns. Splendid crowns are the good ones. Splendid helmets only matter up until you get ESP. I end up looking for artifact helmets and splendid crowns by the end of most every game (searching for Crown of Might in particular.).Comment
-
Feature request: Allow squelch of splendid ego helmets but not crowns. Splendid crowns are the good ones. Splendid helmets only matter up until you get ESP. I end up looking for artifact helmets and splendid crowns by the end of most every game (searching for Crown of Might in particular.).One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
Not really. With tval squelch, you don't need any user action. Just pick it up and it disappears if it's not an artifact. But this is only useful if you can separate out crowns for further examination. Though it occurs to me that rune-based ID will make ego squelch a lot more useful. I will withhold this request til after I try that.
Comment
Comment