- Extra space removed from description of non-lights with a light radius;
- Debug object tweaking function uses names of artifacts and egos instead of indices;
- Descriptions of items with multiple breath activations are streamlined.
Bugs and issues in 4.1.1
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New builds are up om the nightlies page, with the following fixes: -
I agree, but it does get frustrating to set off every single trap (of course it's not every one, just seems that way). Will just have to adjust my play style so that's less of an issue.So many of us talk about class/race balance, and I'm sure it is an issue, but I'm never actually sure about what the "right" balance is. Play ten warriors in a row, and you might feel that warriors are well-balanced and mages are not, and vice-versa. Rather, I find that each requires a slightly different play style. Not necessarily unbalanced, just different.
And now that I have a bow, arrows and a decent weapon, I should try to dive a bit to get better gear.Leave a comment:
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So many of us talk about class/race balance, and I'm sure it is an issue, but I'm never actually sure about what the "right" balance is. Play ten warriors in a row, and you might feel that warriors are well-balanced and mages are not, and vice-versa. Rather, I find that each requires a slightly different play style. Not necessarily unbalanced, just different.Leave a comment:
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After my dwarf priest met an untimely end on '1550 (he let Kavlax out of a mini vault thinking he could TO him before he breathed, but one failure at operating the wand, and oh well, and yeah, I know it was stupid) I decided to try a human warrior. Sure seems like the early game is pretty awful for this class. Activating every trap, not finding the right equipment...etc.
I'm used to playing mages and rangers and the occasional priest, but it does seem like the game is weighted against my poor warrior. Yes, it could be the RNG but it just feels unbalanced. Perhaps a discussion more for the planned 4.2.0 changes.Leave a comment:
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Oh, I didn't realize these were automatically generated.Leave a comment:
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Yes, it's mostly a matter of teaching the text generator to recognize that this is a possibility. So the question wasn't so much "what should this text look like", more "Hey Nick, are you willing to spend the effort to make this look better?"
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Seems like the obvious solution.When aimed, it randomly breathes a cone of acid, lightning, fire,
frost, or poison with width 20 degrees, dealing 250 damage at the
source, which your device skill increases by 112 per cent.
Takes 210 turns to recharge at your current speed.
Your chance of success is 98.7%Leave a comment:
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Now that speed is shown as a multiplier, any thought to providing a similar multiplier for monsters in the monster descriptions? E.g., "... and moves quickly (x2.2)...."Leave a comment:
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Heeeèy .. that was *my* suggestion, from months ago.
It then degenerated into "breathing chaos sucks", remember?Leave a comment:
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Any way to make this more compact?When aimed, it randomly breathes a cone of acid with width 20
degrees, dealing 250 damage at the source, which your device skill
increases by 112 per cent, breathes a cone of lightning with width
20 degrees, dealing 250 damage at the source, which your device
skill increases by 112 per cent, breathes a cone of fire with
width 20 degrees, dealing 250 damage at the source, which your
device skill increases by 112 per cent, breathes a cone of frost
with width 20 degrees, dealing 250 damage at the source, which
your device skill increases by 112 per cent or breathes a cone of
poison gas with width 20 degrees, dealing 250 damage at the
source, which your device skill increases by 112 per cent.
Takes 210 turns to recharge at your current speed.
Your chance of success is 98.7%Leave a comment:
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New builds on the nightlies page fix the following:- Curses (eg cowardice curse) not getting identified if their underlying propery was already known
- Overhead view and minimap subwindows reversed
- !Dragon Breath asking for aim before it was identified (now it just fires in a random direction the first time)
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If you open manual.html in text mode, you get this:
The manual is generated from ../lib/help, so the path is correct when you generate the file, but since it is moved to the root directory, the link becomes invalid.Code:<img alt="" class="align-center" src="../lib/icons/mr-att.png" />
I think I had the same problem with PWMAngband and I fixed it by having a second index.txt file for the html manual. Then I generate the files using rst2html with index-html.txt and rst2pdf with index.txt (no idea how it is done in V).
index.txt points to ./lib/icons/mr-att.png
index-html.txt points to ../icons/mr-att.pngLeave a comment:
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