Current master post-4.1.3

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Youssarian
    replied
    In the black market today, a ring of the mouse was for sale for 0 gold. It was already in the store, not something I tried to sell.

    I bought it for 0 gold. Still feel I got ripped off though.

    Also another bug it seems. I found the gauntlets paraegen and equipped them to my necromancer. It has +1 light under its powers. Now as I walk walls don't show up at all. The path I walk down is highlighted the way it does for a necromancer, but nothing else. It's the same way when a person moves without a torch or light source.

    I took off the gauntlets and it returned to normal when walking and highlighting the walls and environment.
    Last edited by Youssarian; April 11, 2019, 03:25.

    Leave a comment:


  • Pete Mack
    replied
    Rogue book two. Why not include recall? Surely that fits in with these. And I really miss create doors. That is a really interesting way to make a zero-fail temporary shelter. It takes genuine plannning.

    Leave a comment:


  • Youssarian
    replied
    Originally posted by Nick
    They get a spell which does this and more.
    I clearly haven't made it that far. Let me get back to work on getting that...

    Leave a comment:


  • Nick
    replied
    Originally posted by Youssarian
    It would be great for necromancers if we could take control of one undead monster at a time or summon a minion that lasts for x-turns then dies (re-dies?)
    They get a spell which does this and more.

    Leave a comment:


  • Nick
    replied
    Originally posted by kandrc
    I'm playing my first deep necromancer, now. Got it into the 90s, and it went dark, can't see anything. Is there a way to fix this, or will I have to abort the character? I always run in gdb, so I can tweak something if it will help.
    A savefile would help Randart file too if you're using them.

    Originally posted by kandrc
    Also, bug reports/feature requests for necromancers:

    * As mentioned elsewhere, it would be nice if they could use artifact lights for their bonuses without incurring penalties.
    * Lanterns of true seeing are very powerful; would be nice if there were a way to dump them out so we can use them right away. As it is, we can fill a second lantern then use the empty true seeing, but lanterns are rare early on, so that's inconvenient.
    * Would be nice if !Enlightenment also didn't cause a whole level full of penalties, i.e., let it show us all the stuff but not light the level.
    * Would be nice if "create darkness" exposed everything in a room (objects, distant monsters) like light spells do for everybody else.
    * Would be nice if "read minds" located objects, perhaps traps, and mindless monsters that are visible to the detected mindful monsters.
    * I would prefer that the necromancers vision look like everybody else's vision to me, the player. I'm not a fan of the "darker visibility". The necromancer sees in the dark like other classes see in the light, so why should I see it differently?

    Despite my depth, I haven't found any dungeon books yet, so I can't comment on how the class plays with those, but pre-dungeon books, the class plays like a weaker mage (magic missile doesn't work on everybody, and can't see very far) without utility spells. This character has only survived so long because of a very nice weapon that allowed warrior-mage style play.
    There are still some things to work out with the lighting; also you are missing A LOT if you don't have any dungeon books (which is kind of odd).

    Leave a comment:


  • Youssarian
    replied
    It would be great for necromancers if we could take control of one undead monster at a time or summon a minion that lasts for x-turns then dies (re-dies?)

    Leave a comment:


  • kandrc
    replied
    Originally posted by Nick
    Next on my agenda are a couple of fixes to necromancers - light issues
    I'm playing my first deep necromancer, now. Got it into the 90s, and it went dark, can't see anything. Is there a way to fix this, or will I have to abort the character? I always run in gdb, so I can tweak something if it will help.

    Also, bug reports/feature requests for necromancers:

    * As mentioned elsewhere, it would be nice if they could use artifact lights for their bonuses without incurring penalties.
    * Lanterns of true seeing are very powerful; would be nice if there were a way to dump them out so we can use them right away. As it is, we can fill a second lantern then use the empty true seeing, but lanterns are rare early on, so that's inconvenient.
    * Would be nice if !Enlightenment also didn't cause a whole level full of penalties, i.e., let it show us all the stuff but not light the level.
    * Would be nice if "create darkness" exposed everything in a room (objects, distant monsters) like light spells do for everybody else.
    * Would be nice if "read minds" located objects, perhaps traps, and mindless monsters that are visible to the detected mindful monsters.
    * I would prefer that the necromancers vision look like everybody else's vision to me, the player. I'm not a fan of the "darker visibility". The necromancer sees in the dark like other classes see in the light, so why should I see it differently?

    Despite my depth, I haven't found any dungeon books yet, so I can't comment on how the class plays with those, but pre-dungeon books, the class plays like a weaker mage (magic missile doesn't work on everybody, and can't see very far) without utility spells. This character has only survived so long because of a very nice weapon that allowed warrior-mage style play.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sphara
    https://i.imgur.com/DDyF6Rb.jpg

    Has this always been possible when entering a new level? Or is this a 4.1.3 bug?

    No secret doors, ofc.
    Yes, this has happened to me too - it seems to be the modified generation algorithm and interesting rooms. Filed that and the other corridor issues (dead ends, weirdness around circular rooms) as a bug.

    Leave a comment:


  • Sphara
    replied
    Originally posted by wobbly
    Have you checked the starting square? It doesn't check on the turn you enter the level.
    Yes of course. This seems like a minor bug to me.

    Leave a comment:


  • wobbly
    replied
    Have you checked the starting square? It doesn't check on the turn you enter the level.

    Leave a comment:


  • Sphara
    replied


    Has this always been possible when entering a new level? Or is this a 4.1.3 bug?

    No secret doors, ofc.


    EDIT: If it helps, the same area mapped:

    Last edited by Sphara; April 9, 2019, 07:43.

    Leave a comment:


  • Nick
    replied
    Originally posted by Diego Gonzalez
    Thanks a lot!

    BTW, there is a way to load a 376 savefile (16 Mar) from this new version? I think that the book changes broke the savefile compatibility. Thanks again!
    Probably not, I'm afraid. Savefiles are being broken quite a lot at the moment; I think most characters will just need to stick with the version they start with.

    Leave a comment:


  • Diego Gonzalez
    replied
    Thanks a lot!

    BTW, there is a way to load a 376 savefile (16 Mar) from this new version? I think that the book changes broke the savefile compatibility. Thanks again!
    Last edited by Diego Gonzalez; April 7, 2019, 13:32.

    Leave a comment:


  • Nick
    replied
    New builds up on the nightlies page with the following changes:
    • More robust randart file handling
    • Fix to lore file handling that should make that more robust too
    • Ents and trees no longer appear under insects in monster knowledge (thanks Voovus - other stuff noted too)
    • Nerfs to some monsters:
      • Blood falcons have had their damage halved (but keep their speed)
      • White wraiths now native to level 38
      • Gorgons have had their casting rate halved
      • 9-headed hydras have had a 40% cut in HP


    Not a lot, but concentrated on what seemed most urgent. Next on my agenda are a couple of fixes to necromancers - light issues, and maybe get Disenchant earlier.

    Leave a comment:


  • mrfy
    replied
    most disappointing randart?

    Playing the recent nightly. Found this on level 17:

    the Awl-Pike Hadur (1d8) (+5,+7)

    Cannot be harmed by acid, fire.

    Average damage/round 14.1.

    That's it. My current dagger of frost does more damage per round.

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎