Issues on current master

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  • Sky
    replied
    EDIT: NO. Randart seed is 131295932. build was g535565d from the 9th.

    the Lantern of Firhuinos <+4>
    -----------------------------
    +4 wisdom.
    +4 tunneling.
    Provides resistance to cold, nexus.
    Cannot be harmed by fire.
    Radius 2 light. Refills other lanterns up to 15000 turns of fuel.

    When activated, it cures blindness.
    Takes 33 to 36 turns to recharge.
    Your chance of success is 94.5%


    Min Level 23, Max Level 52, Generation chance 7, Power 88, 5.0 lbs
    Random light of power 88.

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  • Nick
    replied
    Originally posted by Sky
    On the latest nightly, i have a artifact lantern that still has "refills other lanternes" in the flavour text.
    Is that from the 10 June nightly? Because it is working fine for me.

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  • Sky
    replied
    On the latest nightly, i have a artifact lantern that still has "refills other lanternes" in the flavour text.

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  • Sky
    replied
    If i macro Orb Of Draining [ F1 (cast key) p 2 b ' ] and there is no target in LoS, the game doesn't ask where to aim but just randomly shoots the orb in a direction.

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  • Sky
    replied
    i must be mistaking earthquake for *destruction. i thought they were now all removing artifacts from the level.

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  • luneya
    replied
    Originally posted by Sky
    Does the spell Earthquake still destroy artifacts, and if so, the description in the book says it doesn't.
    What the description says is the intended behavior. Have you seen evidence of the spell destroying an artifact? If so, that's a bug. But I doubt that there is a problem, as there haven't been any changes to spells in quite a while.

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  • Sky
    replied
    Does the spell Earthquake still destroy artifacts, and if so, the description in the book says it doesn't.

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  • Sky
    replied
    Lantern (Everburning) won't stack.

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  • Derakon
    replied
    Originally posted by Sky
    why do the small labyrinth levels already have items detected? (as in treasure detect, not detect items)
    Because nobody would bother to explore them otherwise.

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  • Sky
    replied
    why do the small labyrinth levels already have items detected? (as in treasure detect, not detect items)

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  • Nick
    replied
    Originally posted by PowerWyrm
    Spotted this error in pile_integrity_fail():

    Code:
    fail_prev = (obj->prev != NULL);
    fail_prev = (obj->next != NULL); <-- fail_next
    Also... global variables!
    Thanks. And at least they're static to the file...

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  • PowerWyrm
    replied
    Spotted this error in pile_integrity_fail():

    Code:
    fail_prev = (obj->prev != NULL);
    fail_prev = (obj->next != NULL); <-- fail_next
    Also... global variables!
    Last edited by PowerWyrm; June 9, 2017, 15:12.

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  • Estie
    replied
    Originally posted by Sky
    Before the last randart patch, each standart would "morph" into something else, but would keep a power level similar to the original piece. So you could wind up with Bladeturner on your head, Mediator on your back, Ringil on your neck, and so on.

    Now, each slot has a power curve, so that the power level is appropriate for that slot. For example, cloak slots are weaker than armor slots.
    Ok, that seems to be the case. The best armors are ~500 while the best weapons only ~300. However, I think that resists are vastly overrated and that might be a problem.

    But that is of no relevance to the original issue. 300 is plenty of room to get +15 damage or more, but you never see that on armours. Of course, there should be a bias towards more resists on armor and not every game should have an armour with damage, but _some_ off-weapon offense should exist in most randart sets, compareable to the standarts. This is not the case.

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  • PowerWyrm
    replied
    Originally posted by fph
    Coming in the next version: diminishing returns on +dam modifiers.
    Coming in the next version: removal of all arts and ego items.

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  • Carnivean
    replied
    Originally posted by Sky
    Now, each slot has a power curve, so that the power level is appropriate for that slot. For example, cloak slots are weaker than armor slots.
    Unless there is some bonus not mentioned here, this just guarantees that the items will be the same as the other ego in terms of power. The only difference would be a randomness to the randarts that the egos don't get. Artifacts should be stronger than the average ego item at the level the player is on.

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