Current master post-4.2.1
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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? -
Jump deliberately sets off a trap. Can be useful if you are looking for the stairs down.Leave a comment:
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That's what I meant by a guaranteed escape. Two doors are the same. You do need to remember to use the jump command _, not just walk on it and disarm.Leave a comment:
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And that the rock fall happens advantageously cutting off the monster, rather than blocking player in with the baddie.Leave a comment:
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Somehow I missed this. Previously the only guaranteed escape trap activation was the trap door, with teleport trap allowing a dangerous escape. Now there's a more valuable one that let's you stay on the level. (Assuming monster isn't PASS_WALL or KILL_WALL.)Leave a comment:
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Pretty sure that's what's supposed to happen. I first saw it months ago and it's pretty cool IMO. We had a thread where some lowbie starved to death because of this trap!Leave a comment:
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So I step next to a zombified human
The zombified human wakes up.
At the bottom of the screen where it lists the terrain it says I'm standing on an ancient mechanism.
bunch of combat messages.
then I move
A section of the ceiling falls in behind you!
Has this been changed and working as intended? or is it a bug?Leave a comment:
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Maybe add a category to the <Enter> help for common inscriptions, and what they do. E.g, "=g" picks up object on walkover, "v#" puts throwing object in quiver and allows @ to throw with the v # command, !k prevents accidental ignoring, etc.Leave a comment:
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I don't know that it is undesirable, it just meant that all the careful hoarding of any scroll of protection for use in the final fight become suddenly pretty useless. Had I known, I would have used them for other purposes. But that's what makes it interesting. Your work to continue developing the game is much appreciated.Leave a comment:
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I don't know that it is undesirable, it just meant that all the careful hoarding of any scroll of protection for use in the final fight become suddenly pretty useless. Had I known, I would have used them for other purposes. But that's what makes it interesting. Your work to continue developing the game is much appreciated.Leave a comment:
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Fighting Morgoth. The runes of protection just vanish underfoot. No message is given that the rune was broken, and in fact no message that Morgoth had hit. He moved around the player, as if the rune of protection had stopped his hits, but the rune just disappeared. This happened after only two or three turns. I had three rune scrolls, and it was the same problem for each.Leave a comment:
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Fighting Morgoth. The runes of protection just vanish underfoot. No message is given that the rune was broken, and in fact no message that Morgoth had hit. He moved around the player, as if the rune of protection had stopped his hits, but the rune just disappeared. This happened after only two or three turns. I had three rune scrolls, and it was the same problem for each.Leave a comment:
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They haven't changed deliberately. Where are you experiencing this? What else is going on at the time?Leave a comment:
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