Current master post-4.2.1

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  • PowerWyrm
    replied
    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?

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  • Pete Mack
    replied
    Jump deliberately sets off a trap. Can be useful if you are looking for the stairs down.

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  • Nick
    replied
    Originally posted by Pete Mack
    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.
    It's 'W' in the regular keyset now (and '-' in the roguelike).

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  • Ingwe Ingweron
    replied
    Originally posted by Pete Mack
    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.
    What is the jump command?

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  • Pete Mack
    replied
    Originally posted by Ingwe Ingweron
    And that the rock fall happens advantageously cutting off the monster, rather than blocking player in with the baddie.
    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.

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  • Ingwe Ingweron
    replied
    Originally posted by Pete Mack
    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.)
    And that the rock fall happens advantageously cutting off the monster, rather than blocking player in with the baddie.

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  • Pete Mack
    replied
    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:


  • DavidMedley
    replied
    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!

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  • wobbly
    replied
    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?

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    I've added the ability to put throwing weapons in the quiver (taking up the same space as 5 pieces of ammo) - just inscribe with @v0, @v1, or whatever.

    Let me know how this pans out.
    I wasn't sure this had been implemented on angband.live. I had to look up this post to figure out that I had to inscribe the throwing object with "v" to get it into the quiver. Not intuitive at the outset.

    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.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    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.
    I hope you like the new feature where saying something nice about me on the forum gets you an unusually good out-of-depth item

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Aha, it may be an unintended side-effect of Morgoth's "remove all adjacent walls" property. I guess it's undesirable behaviour...
    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:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    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.
    Aha, it may be an unintended side-effect of Morgoth's "remove all adjacent walls" property. I guess it's undesirable behaviour...

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    They haven't changed deliberately. Where are you experiencing this? What else is going on at the time?
    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:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Have Runes of Protection been changed? They seem to disappear after two or three turns, but there's no blow from the monster or any message that the rune has been broken, they just vanish from beneath the @'s feet.
    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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