Current master post-4.1.3
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That works just fine. I am not losing sight or missing my ability to see the dungeon around me. But a light, regardless of my class, should still emit light. Just like something that emits darkness wouldn't stop doing so because I see light instead.
It just seemed like a bug to me that a light source works differently because of my class. If it is intended that way then no worries.
As to seeing in the dark (such as the room), does a necromancer eventually have an equivalent LOS as a visual light seeing character?
Also, in the lore under Wormtongue, Agent of Saruman it says he does not resist nether (I casted a nether bolt). But in the game it says he resists somewhat when I cast the spell at him. Perhaps he gets a resistance from another magic source?Last edited by Youssarian; April 1, 2019, 22:07.Leave a comment:
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Try casting or reading Darkness in a room. It will map the room the same as Light does, but, of course, it doesn't make things in the room visible if they are out of the range of sight, infravision, or ESP of the necromancer @.Leave a comment:
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You see in the dark depending on your level, try without the torch, you see 2 squares? Are you seeing 2 squares with a torch of brightness?Leave a comment:
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But a torch should still function the same. A lit room doesn't go dark because I walk in it. I was just equipping the torch to learn the rune, not to use it generally.Necromancers don't like light. I think you'll find that you can see fine in the dark (for a certain distance that increases with level) without any light source equipped, and that equipping a light source actually reduces how far you can see (still in the dark).
This also makes potions of enlightenment more of a mixed blessing than for other classes.
It would be nice if a necromancer could "see" an entire dark room the same way a character who prefers light does.Leave a comment:
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Necromancers don't like light. I think you'll find that you can see fine in the dark (for a certain distance that increases with level) without any light source equipped, and that equipping a light source actually reduces how far you can see (still in the dark).Running on the current nightly and playing a necromancer. I equipped a torch (of brightness) just to id the rune, but it doesn't actually light up the area around me. In a dark corridor, it stays dark. Although it does light up a wall from time to time. I am only the level 2 (100') and haven't encountered a dark room to test it in yet.
If it does light up a room, I will update.
edit: It doesn't produce light in rooms either.
This also makes potions of enlightenment more of a mixed blessing than for other classes.Leave a comment:
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Running on the current nightly and playing a necromancer. I equipped a torch (of brightness) just to id the rune, but it doesn't actually light up the area around me. In a dark corridor, it stays dark. Although it does light up a wall from time to time. I am only the level 2 (100') and haven't encountered a dark room to test it in yet.
If it does light up a room, I will update.
edit: It doesn't produce light in rooms either.Last edited by Youssarian; April 1, 2019, 16:33.Leave a comment:
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Thanks - I was just feeling bad about not having looked at that yet
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Sorry for my earlier reporting of changing lore.txt crashing the game before. It turned out it was entirely my fault. I made a mistake when copying (I copied the text rather than the file, probably mismatching newlines or something).Leave a comment:
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Updated on live
(It appears savefiles have been broken since the last update, so everyone needs new characters)Leave a comment:
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New builds are up on the nightlies page with the following changes:- Humanoid and human player class monsters (rangers, paladins, etc) have reverted to the original colours, druids are yellow;
- Dragons can now clear webs (thanks Grotug);
- Typo in darkness activation fixed (thanks Chud);
- Books have reverted so that priests have the traditional green and mages the traditional red; necros still get pink/purple, druids now get yellow/orange;
- Books for half-casters are now a subset of the full caster ones (with a sad backward look at the blackguard book names);
- Using timed status effects no longer destroys ranger decoys (thanks everyone who reported).
On the blood falcon thing, I could nerf either the damage or the speed, I'm inclined to go with the damage.Leave a comment:
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Level 18 at 1050'. I'm pretty sure I was at full health (150), but wouldn't swear to it. The messages show I only got to "low health" after the 3rd hit.
Maybe the blood falcon could shriek (possibly repeatedly) to increase its damage instead? That would make it just as deadly over long range, but would prevent this particular type of nasty surprise.Leave a comment:
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Panthers and other early cats are also able to insta-kill puny rogues or wizards.
But still, this blood falcon was just mean.
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I like them but my necromancer went the same way, so there may be an issue. Never open doors is going to be a hard way to play. As a note it does spawn 4 of them behind a door in the "birds of a feather" room.Leave a comment:
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Were you at full health when you opened the door? What level were you?
Panthers are pretty similar in concept, but they aren't quite as lethal, have a fair bit more HP, and can break down doors. I think you got just about the worst possible way to be introduced to that monster, in that it was able to close to range immediately with no warning. Literally any other class would either have been able to detect it, or had enough HP to probably tank the damage.
Maybe Blood Falcons should be evil? Then priests could detect them.Leave a comment:
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