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.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
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.
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?)
In the halls of Angband, Melkor discovers cupcakes and is changed forever.
He commands his servant Sauron to create the One Cupcake of Doom!
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).
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
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.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
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.
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.
Did something change with the spread of monsters in pits? Ant pits for instance seem to have a lot more silver ants then before. Is this because of the code which makes low level monsters rare in the late game? It's the only thing I can think of that might be doing this.
Taking a look, it changes the probabilities in the allocation table? Does this change all monster placement including pits/vaults/summons?
The primary thing was confusion about who could read what books. Previously all casters could read all books of their realm; with the current situation, at least full casters still can.
I'm certainly open to re-reverting this depending on how people feel about it. Maybe I should start a thread specifically for how to handle books and what their names should be.
Other than making it so that it was harder to find spellbooks you could actually use in the dungeon (which could theoretically be fixed by just spawning more books or preferentially spawning readable ones), my primary issue with the half-caster spellbooks was that it wasn't easy enough to identify whether I'd be able to read a book or not. In shops I ended up buying expensive books that it turned out I couldn't read because e(x)amining them there didn't tell me.
I liked the nerf of rangers when it came. Competed an ironman run soon after and it felt quite balanced. However with then new nerfed (NOT!) monster and spell list I'm not all that happy. Basically (ironman) I need to carry three launchers and three sets of ammo (max 40 per stack) to be effectively a Ranger. But then there is no room for devices which doesnt help and I get slow. Mostly I just end up with an inventory quarter full of useless stacks of ammo (waiting for a decent launcher) and meleeing the crap out of most foes. Not that the ranger is bad at melee and the stealth sure helps. Its just it feels like a rogue, not a ranger. Also, the spellboks are useful but a bit boring.
Some ideas of spells that would help (we may have to work on the names)
* Early Spell "The big Short" that improves your short bow efficiency in an interesting way, e.g.
Allow the bow to shoot also iron shots and pebbles
Increase to-hit with a decent number, not sure what is decent but thinking a fixed value of at least +20 since this is mostly useful early on
* Early Spell "The Silence of Lambs" that improves your short bow efficiency in an interesting way, e.g.
Increase your stealth by at least +3 while a short bow is equipped until the next melee attack or it times out
Charges the short/longbow with a phase door to immediately follow the next shot
* Another possible early Spell is the "22 bullets", useful if above is not implemented
Converts any ammo to what your current launcher needs. Decent chance of converting slays e.g. (35 + level)% and e.g. (50 + level)% of to-hit and to-dam.
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