Current master post-4.1.3

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  • Werbaer
    replied
    Originally posted by wobbly
    To prevent stacking inscribe the device in your inventory !g blah 1 & the device on the ground !g blah 2 etc.
    If you use auto-inscriptions, it's easier. Example:
    I auto-inscribe my staffs of Identify with @Z1!k .
    If it's near empty, i can change the inscription to (say) @Z1!k- .
    When i pick up a new staff, it gets the default inscription, and doesn't stack with the modified one.

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  • wobbly
    replied
    Originally posted by Hounded
    Is there an option to disable stacking of consumable magic items? Some way to break the -"only one charge left on my staff of magic mapping... blast... I just tripped over and picked up another staff with 8 charges, now I'm overweight but don't want to lose half of them"- scenario?
    Inscribing { the item with !g seems to work (at least for food rations), I haven't tested with a device. Note this isn't stopping it from stacking, it's stopping you from auto-picking it up. To prevent stacking inscribe the device in your inventory !g blah 1 & the device on the ground !g blah 2 etc.

    Edit: Just to clarify the blah bit is unnecessary, the inscriptions just have to be different in some way
    Last edited by wobbly; January 29, 2019, 02:30.

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  • MattB
    replied
    You could turn off the option for 'always pick up something if I've already got one', or whatever it's called.

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  • Hounded
    replied
    Is there an option to disable stacking of consumable magic items? Some way to break the -"only one charge left on my staff of magic mapping... blast... I just tripped over and picked up another staff with 8 charges, now I'm overweight but don't want to lose half of them"- scenario?

    Leave a comment:


  • wobbly
    replied
    Another minor issue: if you squelch an empty staff while standing on a staff of the same type then pick up the new staff you end up with 2 staves. Better would be for the squelched staff to go to an adjacent square rather then stacking.

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  • wobbly
    replied
    !true sight currently doesn't cure hallucination. Might be a nice addition
    sustains protect against mushroom of debilitation, possibly shouldn't

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  • wobbly
    replied
    Resisting blindness when hit by the darkness spell does not identify the rdark rune

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  • Hounded
    replied
    Just wanted to say how much I enjoy seeing the collaboration and development. Games come and go but this (and previously Moria) has been the only one to survive and get continually better going back to the days of my XT.

    I'm a "faint of heart grind it out" player so while I've not tried the nightly builds I have to say I'm extremely excited for the next milestone release.

    Thank you to you all.

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  • Ingwe Ingweron
    replied
    Originally posted by wobbly
    Interrupt seems to still interrupt for unseen corridors while blind (on the old version still on angband.live). Not sure that's a bug or not, it's perhaps logical? Just mentioning it because there may be a whole heap of funny interrupts if you run around blind.
    That doesn't sound like a bug to me. While running blind, I'd be skimming the wall with my hands and if I suddenly came to an open space, would want to know why.

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  • wobbly
    replied
    Another minor bug: Zapping an un-ided light rod while blind gives the "shimmering light" message but doesn't id.

    Interrupt seems to still interrupt for unseen corridors while blind (on the old version still on angband.live). Not sure that's a bug or not, it's perhaps logical? Just mentioning it because there may be a whole heap of funny interrupts if you run around blind.

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  • wobbly
    replied
    "The door appears to be broken". This costs me a turn because I'm too lazy to look before trying to close it, I don't think it should.

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  • swaggert
    replied
    I see! I was confused by the wording and the properties of the magic lantern.

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  • Derakon
    replied
    I'm pretty sure all that means is "lanterns can hold up to 15000 turns of oil, and lanterns can be used to refill other lanterns."

    You could have also just bought a flask of oil and used that to fill your new lantern.

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  • swaggert
    replied
    Not sure if it's a bug or not, but bought a Lantern of True Sight from the Black Market with 7500 turns.. Read the description and it says:"refills other lanterns up to 15000" Bought a plain lantern to test, and sure enough filled the plain one with 15000 turns, then used the plain one to fill the Lantern of True Sight with 15000 turns of light and I'll be heading back down with that. Felt like Nien the Half Troll was really much smarter than an intelligence of 7 suggests.

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  • Nick
    replied
    New builds are up on the nightlies page. There are (probably) no bugs fixed, and likely some introduced; over the last week or two I have done a big structural rewrite with no gameplay change (for the interested, replacing co-ordinates with a single grid struct thoughout most of the code).

    So not particularly exciting, but there it is. The exciting bit will be in the feature/monster thread soon.

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