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  • wobbly
    replied
    The rate you get hungry at with regen seems crazy & I barely use the rest command (190 rest turns by dlvl 37). While it's nice that slow digestion has a use, I think this is currently over the top. Certainly I wouldn't want to play iron man with it like how it is now.

    Leave a comment:


  • wobbly
    replied
    It's a flat 50% fail chance for an artifact & I think 30% chance for +9. It's this table anyway, & chance is out of 1000

    Code:
    static const int enchant_table[16] =
    {
    	0, 10,  20, 40, 80,
    	160, 280, 400, 550, 700,
    	800, 900, 950, 970, 990,
    	1000
    };
    Sounds like you got a little unlucky, but not extremely so.

    Leave a comment:


  • gglibertine
    replied
    Ah, interesting. I didn't know they resisted disenchantment! I must've used up a couple of dozen scrolls of Enchant Armour on a +9 artifact cloak, though. I know you can't get above +15, but I've managed to get above +10 with things if I'm persistent enough in the past. This time, though, absolutely NONE of my artifact armour has taken an enchantment, whereas the weapons have, so I started to wonder if there might be a bug.

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  • Derakon
    replied
    Chance to successfully enchant depends on how enchanted the item is already. It's flat-out impossible to enchant anything above +15, and it's pretty hard to get above +10. Most artifact armors have AC bonuses well above +10.

    If I recall correctly, artifacts also have some degree of "enchantment resistance" that makes them additionally harder to improve, presumably to counterbalance their innate resistance to being disenchanted.

    Leave a comment:


  • gglibertine
    replied
    Is inability to enchant artifact armour an intentional thing? I'm on 4.1.3-465-g2a840212b still (so as not to corrupt my savefile) and while I've been able to enchant artifact weapons, armour fails every time. It *could* be coincidence, but I've tried a LOT, given that all my armour is artifacts, and it's failed a couple of dozen times at least, including with *Enchant Armour*.

    Leave a comment:


  • takkaria
    replied
    Originally posted by Clearshade
    I thought if you read deep descent when wearing ff you only drop one level instead of multiple levels (in addition to ff's other effects.
    This is a nice idea, I wish I'd come up with it.

    Leave a comment:


  • Clearshade
    replied
    4. Display Bug. Some items like Cammithrim ...
    I can't repeat this - in particular, the names all fit completely in the main window. I tried using object recall in a subwindow, but they seem to truncate normally.
    I figured it out. I have more prompts auto cleared. Due to the length of the full item name, it gets split across multiple lines on my main window. I only see the last line and thought it was truncating the start. But the subwindow displays it on a single line.

    10. Pick-up All....
    Hm, not a bad idea - I'll think about that.
    It just occured to me: how would you ever drop anything. Drop item on floor, move and pick it up again. Repeat infinitely.


    12. Uniques Dropping Cursed Items....
    Uniques have a better chance of dropping good stuff, but it's still random. Learn to love this
    I knew I wasn't going to win this one!

    13. No-Magic-Devices Option....
    I think that's a bit niche for a birth option.
    No need for a birth option. On the item ignoring menu, have each category page with a page wide toggle at top. Ignore all rods, etc. Or have a list like for quality/ego tailored to each class. Rangers don't need to see dark magic books or arcane magic books etc.

    Leave a comment:


  • wobbly
    replied
    Originally posted by Ingwe Ingweron
    It is still a pain to figure when it's safe to eat. The food is described in terms of turns, but the hunger "clock" is in terms of percentage. I think this still renders this mechanic to be more a pain in the @$$ than an interesting rework, but it's getting closer.
    100 turns is 1%. So !clw is 1% & food rations are 40%

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Then hunger must have accelerated, because with slow digestion you could go for a very long time without eating and that is no longer the case. Even with slow digestion, I'm sometimes having to recall to town just for food.
    You could carry some

    Originally posted by Ingwe Ingweron
    It is still a pain to figure when it's safe to eat. The food is described in terms of turns, but the hunger "clock" is in terms of percentage. I think this still renders this mechanic to be more a pain in the @$$ than an interesting rework, but it's getting closer.
    1% is 100 turns. Don't tell anyone

    Leave a comment:


  • Nick
    replied
    Originally posted by Clearshade
    Here are some notes I wrote up over the last few weeks. Some of these items have been on my mind for years, some are from last week. There are bug reports, wishes, and ideas. Some are very minor. Some not so minor. I think most of these are still relevant to the nightly from last week. I haven’t played the most recent nightly yet.
    OK, I think I mostly have answers.

    Originally posted by Clearshade
    1. Stealing Bug. If you steal from a monster when your pack is full, your pack overflows and the last item gets dropped even if the item you stole is on your ignore list, so it also is not in your pack. So, you have an empty slot and an item on the floor that you have to pickup.
    That's annoying and needs fixing.

    Originally posted by Clearshade
    2. Lighting Bug. If you enter a dark room and explore it fully, it becomes fully lit. Then a monster spits darkness at you, so a region around @ becomes dark again. Once you can see again, the region of magical-dark becomes lit while your light source covers it, but if you move away while staying in the room the magical-dark region becomes shadowed, even though you are still in the room. Is this intentional? I guess there could be a distinction between natural-darkness and magical-darkness, but it still seems like a bug. Walking over magical-dark with a light source only temporarily lights the region, while walking over natural-dark with a light source permanently changes it.
    This is a limitation of lighting with tiles. Grids currently lit by your light source, and grids not currently lit but that you know about have the same tile, which is different to the tile for a lit grid (as appears when you have lit the room).

    Originally posted by Clearshade
    3. Easy Digging Bug. I can’t pin this one down. But sometimes it becomes impossible (or at least impossibly long) to dig. I mean it takes thousands of turns to dig into quartz, or so many turns that I give up. This has only happened when I have had 2 shovels (+0,+0) in my pack and was wielding a normal weapon (like dagger or main gauche), but it hasn’t always happened under those circumstances. I thought maybe if there was a stack of an even number of diggers, the wielded weapon gets selected as your best digger. But I can’t reproduce this one reliably.
    This is intentional - a digger in your pack doesn't get use if it's in a stack of more than one.

    Originally posted by Clearshade
    4. Display Bug. Some items like Cammithrim or the Battle Axe of Balli Whatshisname get their name (that displays at the top of the window when you are looking at them) truncated. But it truncates the start and leaves the last characters. Surely, it should truncate the end and display the beginning.
    I can't repeat this - in particular, the names all fit completely in the main window. I tried using object recall in a subwindow, but they seem to truncate normally.

    Originally posted by Clearshade
    5. Acid Attack Bug. Cones of Acid have no visual representation. Fire cones have little flames in each square, cold cones have little blue snowballs, etc. But acid cones are completely absent. There is just a slight stutter. I think @ flashes once. And you take damage, get comments, etc. (I am guessing this only applies to Shockbolt’s tileset.)
    Shockbolt's tileset used to use some tiles fro the Gervais set; his latest doesn't, and is consequently missing some, notably some of the spell effects. Thanks for pointing it out.

    Originally posted by Clearshade
    6. Recall Walking Bug. Once when I was recalling back to town, I was walking down a dungeon corridor until the recall took effect. When I arrived in town, @ landed on the down stairs in town and then immediately stepped onto the lava next to the stairs. There was no warning asking if I really wanted to step onto lava. I am guessing the last keypress to walk along the corridor in the dungeon carried over as it happened after the recall event. (Or is this related to the running bug previously reported that causes @ to step one extra step when running. I may have been running. Can’t really remember.) In any case, why was there no warning? “Do you really want to step onto lava?” (Happened once.)
    I will have to check this carefully.

    Originally posted by Clearshade
    7. Feather Falling. I like diving and find the opportunity to do so in game limiting (not enough Deep Descent). From my point of view Feather Falling is a malus not a bonus. I know it helps with spike pits etc. But those are such minor events in most cases. I would never wear a ring of feather falling. What I am suggesting is that Feather Falling should be considered one of the new curses. It has an upside: spares you spike damage. But also a downside: stops you from descending more than one level. So, when it occurs on a shield or shoes etc. it should be removable. For anyone who doesn’t like diving, they would just never remove that “curse”.
    Ingwe answered this one

    Originally posted by Clearshade
    8. Summoning. Are low level summoners sometimes way over-summoning? I think there was a recent tweak to make high level summoners summon less. But did the tweak flatten the curve so low level summoners now summon more. I had a priest summon a bunch of blackguards and more priests who then summoned more etc. I died very quickly. (Happened once.)
    And I think wobbly pretty much covered this one.

    Originally posted by Clearshade
    9. Drop All. From the item menu you can Drop (press d) or Drop All (press shift+d). If you choose Drop All, you then get asked to confirm (y/n). Seems if Drop All is meant to be a shortcut, it should require fewer keystrokes than d+*+enter, but it’s the same shift+d+y. I would get rid of the y/n.
    Sounds reasonable.

    Originally posted by Clearshade
    10. Pick-up All. I often play with the pick-up everything option. When monsters die and drop something that rolls beneath my feet, I never remember to pick that something up until I have walked one square away and then have to go back and pick it up. It would be nice if when you have the pick-up everything option, if you leave a square with something on the floor you pick it up, not only when you enter the square.
    Hm, not a bad idea - I'll think about that.

    Originally posted by Clearshade
    11. Poisoning. It would be nice to have a poison meter or grades of poison (like now for hunger). Especially, it would be nice to distinguish “You are Mortally Poisoned” meaning the amount of poison will kill you at your current hp from “Slightly Poisoned” which means you have more hp than the poison will take from you. Also, it would be nice to be able to run when you are Slightly Poisoned or whatever it would be called.
    I don't think I want the player to know if the poison is going to kill them or not, so that pretty much rules out the running too.

    Originally posted by Clearshade
    12. Uniques Dropping Cursed Items. Several times I have had uniques drop items with the new curses on them. This is annoying. I think uniques should drop something special. At least, they should not drop cursed items.
    Uniques have a better chance of dropping good stuff, but it's still random. Learn to love this

    Originally posted by Clearshade
    13. No-Magic-Devices Option. Sometimes I like to play a warrior without using any devices (no wands, rods, staves). And of course books are irrelevant for warriors. It would be nice to have an option that squelches all devices and books from the start, so you don’t have to do it one item at a time.
    I think that's a bit niche for a birth option.

    Leave a comment:


  • wobbly
    replied
    Bought a ring of escaping for 0 gold at the BM. That's a bit of a bargain

    Leave a comment:


  • Clearshade
    replied
    Originally posted by wobbly
    I've noticed this with priests too. They actually summon less. They changed from 1 in 12 (1 in 3 with 4 spells) to 1 in 15 (1 in 3 with 5 spells). However they now summon kin (instead of summon monster), heal kin & the light ball blinds(forcing you to lose a turn). This can spiral out of control quite quickly if you get multiple priests healing/summoning each other while you stay constantly blind.
    Yeah. Summoners summoning summoners is a bad idea unless you want to kill @.

    Leave a comment:


  • Clearshade
    replied
    Originally posted by Ingwe Ingweron
    Not sure I understand your issue with Feather Falling. It doesn't slow your deep dive. Falling into spiked pits doesn't take @ to the next deeper level and Feather Falling doesn't prevent @ from falling (or purposely walking) through trap-doors, it just prevents @ taking damage from the falls.
    Quite possible I have always misunderstood how feather falling works. I thought if you read deep descent when wearing ff you only drop one level instead of multiple levels (in addition to ff's other effects). Since it appears I am wrong, pls ignore this point. Or consider a new curse that slows descent.

    Leave a comment:


  • wobbly
    replied
    Originally posted by Clearshade
    8. Summoning. Are low level summoners sometimes way over-summoning? I think there was a recent tweak to make high level summoners summon less. But did the tweak flatten the curve so low level summoners now summon more. I had a priest summon a bunch of blackguards and more priests who then summoned more etc. I died very quickly. (Happened once.)
    I've noticed this with priests too. They actually summon less. They changed from 1 in 12 (1 in 3 with 4 spells) to 1 in 15 (1 in 3 with 5 spells). However they now summon kin (instead of summon monster), heal kin & the light ball blinds(forcing you to lose a turn). This can spiral out of control quite quickly if you get multiple priests healing/summoning each other while you stay constantly blind.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Diego Gonzalez
    That was a nice bug
    People on the forums report the visible bugs. I report the invisible ones.

    Leave a comment:

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