if i understand correctly, having a resist allows the items a saving throw. If you do not resist, say, acid, your stuff will get wrecked at a ridiculous rate. If you *do* resist, you will still occasionally lose an item or a few points of AC, but it's minor. If you have immunity, you never lose anything.
Artifacts are immune to this; generally, the only thing you need to watch out for is, at the start of the game, acid destroys your gear, and mid-game, not having rShards/rSound makes you lose a lot of potions(both these resists are uncommon).
Once you get to the engame, you will rarely if ever lose anything.
Angband 4.2.1
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I just saw a hint "The only way to protect your equipment is through immunities." Or was it inventory? Anyway, I thought resistances would protect your stuff -- cut the chances it would be damaged or destroyed. No?Leave a comment:
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OK, that's a bug - looks like lanterns of Shadows are being generated without their -4 to light (which is kind of crucial).Leave a comment:
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Here's one with a +2 stealth lantern. No randarts.
Would be nice if you didn't remove this feature.Attached FilesLeave a comment:
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Savefile would be helpful, thanks - plus randart file if you are playing with randarts.Possible minor bug...I just found a "Lantern (7500 turns) <+1>" ...the +1 being stealth. It has rLight too, and I already knew the runes before finding it, so shouldn't this be labeled as a Lantern of Shadows? I have the savefile with the lantern in question on the ground right next to @ if that would be helpful.Leave a comment:
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Possible minor bug...I just found a "Lantern (7500 turns) <+1>" ...the +1 being stealth. It has rLight too, and I already knew the runes before finding it, so shouldn't this be labeled as a Lantern of Shadows? I have the savefile with the lantern in question on the ground right next to @ if that would be helpful.Leave a comment:
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Lots of new monsters and upgrades to existing ones - 4.2 onward is considerably more difficult than previous versions since 3.0. Much greater chance of seeing OOD monsters too and the deeper levels are MUCH tougher than before.
New classes (druid, blackguard) and new / fewer spellbooks (including for mage and priest).
Vastly improved UI, changes to rune-based ID as already mentioned.
Since 4.0 we've probably seen the most comprehensive and well-balanced changes to the game since some Warwick students decided to edit uMoria...Leave a comment:
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I've often wondered about that "can move again" message, too. I think it happens on the various summon traps.Leave a comment:
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I seem to recall this one has been around for a while, but after a summon scroll I'm still getting things like:
"The Ironfist Priest hits you.
The Ironfist Priest misses you.
The Ironfist Priest can move again."Leave a comment:
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Traps you have one chance to notice, dependent on your searching skill, when you first see the grid that they are on. Hidden doors are always seen when you step next to them.
Probably ID is the big one. Magical ID of scrolls, rods, etc is gone (along with potions of Death
); you have to use these or sell/give them to the shops to ID them. There is a scroll (and spell for mages) called Identify Rune which will identify an unknown property ("rune") on a wearable item, and once you know a rune you will always recognise it on new gear. Runes can be learned by experience too.
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I haven't played Angband in many years and haven't played vanilla since perhaps 3.1.x.
I'm trying 4.2.1 as a high-elf blackguard.
I notice that I can't seem to search to hidden doors or traps. How does that work now or what was that replaced with?
Any other super big but not immediately explained changes I should be aware of?Leave a comment:
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