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.
Current master post-4.1.3
Collapse
X
-
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:
-
-
-
A savefile would help
Randart file too if you're using them.
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).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:
-
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:
-
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:
-
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.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.Leave a comment:
-
-
Have you checked the starting square? It doesn't check on the turn you enter the level.Leave a comment:
-
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:
-
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:
-
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:
-
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:
-
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:
Leave a comment: