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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. -
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 };
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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.Leave a comment:
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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:
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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:
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4. Display Bug. Some items like Cammithrim ...
10. Pick-up All....
12. Uniques Dropping Cursed Items....
13. No-Magic-Devices Option....Leave a comment:
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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 @$$ than an interesting rework, but it's getting closer.Leave a comment:
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It is still a pain to figure when it's safe to eat. The food is described in terms of turns, but the hunger "clock" is in terms of percentage. I think this still renders this mechanic to be more a pain in the @$$ than an interesting rework, but it's getting closer.Leave a comment:
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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.
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.
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.
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.
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.
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.)
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.)
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”.
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.)
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.
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.
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.
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.Leave a comment:
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Bought a ring of escaping for 0 gold at the BM. That's a bit of a bargainLeave a comment:
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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:
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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.Leave a comment:
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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.)Leave a comment:
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