Current master post-4.2.1

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  • Nick
    replied
    Originally posted by sffp
    I think I was trying to cast "Maim Foe"

    Version 4.2.1
    Excellent report, thanks - I think I can see the problem, and have filed a bug.

    Leave a comment:


  • sffp
    replied
    Running a half-orc blackguard, I just ran into a C++ error

    I think I was trying to cast "Maim Foe"

    Version 4.2.1
    Attached Files

    Leave a comment:


  • Nick
    replied
    Originally posted by DavidMedley
    Throwing weapons occupying the quiver works only sporadically. I haven't been able to figure out the trick to it (I inscribe @v0).
    When does it not work? I know there are difficulties if you also have ammo inscribed with @f0, but are there other cases?

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  • DavidMedley
    replied
    Originally posted by DavidMedley
    (I inscribe @v0).
    That's what I'm saying. I inscribe them and it works sporadically.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by DavidMedley
    Throwing weapons occupying the quiver works only sporadically. I haven't been able to figure out the trick to it (I inscribe @v0).
    Yeah, you must inscribe with the @v# to insert in quiver. Unlike FA, which asks on pickup whether you want to put a throwable item in the quiver.

    Leave a comment:


  • DavidMedley
    replied
    Throwing weapons occupying the quiver works only sporadically. I haven't been able to figure out the trick to it (I inscribe @v0).

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    In gauntlet_gen():

    Code:
    	int x_size = (z_info->dungeon_wid - gauntlet_wid) / 2 -
    		randint0(45 - gauntlet_wid);
    This can still break the x boundary in case randint0() returns 0. Changing this to randint1() works.
    Thanks, that's what I meant.

    Leave a comment:


  • Raerick
    replied
    I don't understand how the + movement speed bonuses are that powerful. Even if you are using fewer turns to move away from an enemy you are still using more turns than if you just phase door (relative to distance gained.) Sure phase door can end up being sealed by the terrain such as if it is more likely to drop you in a worse spot, but that is beside the point.

    Speaking of things that I think are overpowered it would be the mage spell Thrust Away. It sends an enemy flying unless they meet a wall of some kind and ends up stunning most of them. I just beat Morgoth where I never had to move. I used mana storm on him till he got a few spaces away, knocked him back, he ended up getting stunned, then he would get hammered by me on his way back. He got off about four storms, a couple of bolts, and two summonings before he died. The rest of the time was him helplessly trying to close the distance.

    Another one would be Dimensional Door which allows a mage to teleport anywhere they want. Before I had banish or mass banish spells this alone allowed me to deal with Qs with impunity, also to effortlessly snatch floor objects I detected with enlightenment potions on the turn after I knew about them (mostly, as there is some risk involved of being hit where you land, but I actually wasn't hit by anything nasty doing so.)
    Last edited by Raerick; November 4, 2020, 19:51.

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  • Hounded
    replied
    Originally posted by Voovus
    Kill the speed stat instead.
    Heretic.

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  • Voovus
    replied
    Originally posted by Gwarl
    Unified speed system please.

    Moves +1 to become move speed +10

    Attacks +1 to become attack speed +10

    etc

    Kill the speed stat instead.
    (Ok, so the game might need a bit of rebalancing after that.)

    Leave a comment:


  • PowerWyrm
    replied
    In gauntlet_gen():

    Code:
    	int x_size = (z_info->dungeon_wid - gauntlet_wid) / 2 -
    		randint0(45 - gauntlet_wid);
    This can still break the x boundary in case randint0() returns 0. Changing this to randint1() works.

    Leave a comment:


  • Gwarl
    replied
    Originally posted by PowerWyrm
    Hmm... I've tested "Moves +1" and find it completely overpowered -- it's basically having the same as +10 speed which is way better than wearing two rings of escaping without the drawbacks. And you can just kill stuff with hit & run... Maybe the move bonus should be halved?
    Unified speed system please.

    Moves +1 to become move speed +10

    Attacks +1 to become attack speed +10

    etc

    Leave a comment:


  • DavidMedley
    replied
    Originally posted by Thraalbee
    Yes. To good. Also ruins competitions on turncount. Might be ok if it was as rare as BoS +10
    Is that true? I thought the turncount is player turns, not game-world turns.

    Leave a comment:


  • Sphara
    replied
    @PowerWyrm

    I found early randart boots with +2 or +3 Movement Speed in version 4.2.0.

    I don't know if that is changed or not but it completely broke the game and I said goodbye to randarts that day. Randarts were (and still are) already super powerful even without items like these.

    Leave a comment:


  • Thraalbee
    replied
    Yes. To good. Also ruins competitions on turncount. Might be ok if it was as rare as BoS +10

    Leave a comment:

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