Does anything about throwing skill come into damage a la [S] with throwing weapons?
There's some info in the attacking and damage spoiler; in addition (IIRC) rogues get a bonus to throwing. FA is forked from O, and hence has missed out on a lot of Leon's more creative item use - in particular, no use of items in traps (although this is something that I might consider for the future).
Are mushrooms well-balanced?
No.
I think that the same sort of throwing info you get from inspecting a throwing weapon [does avg D dam against monsters lacking resistance R] ought to be present when inspecting a throwing mushroom, and that you ought to be able to wield it into the quiver etc. Consider this a "feature request" if you like it, or an annoying inconsiderate complaint if you don't.
Seems like a good idea - same applies to flasks of oil.
Personally, I read "does poison damage on contact" to mean I better not pick it up. Also, for consistency, IMO if a mild impact causes it to explode for damage, better not be carrying any when hit by a sound or shards breath!
There is nothing in FA that is dangerous to pick up - it's an interesting idea, but my feeling is it would be more annoying than interesting gameplaywise. The exploding on sound/shards breath is a potentially usable idea. Also flasks of oil on fire breath...
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
I can't seem to get autoinscriptions to kick in playing on winXP...
That's all.
I'm playing the comp on winXP and at least when I set up the autoinscription through the knowledge menu on an aware item in my pack it gets inscribed. I haven't done much and cannot speak to anything else. There were some hooks missing in V for autoinscriptions after learning awareness etc.
You're not loading a prf file that somehow undoes the autoinscription by any chance?
!Strength will only get you as far as 18 internal, after that you need *Strength*).
I'm ho(o)vering around dlvl 32 atm, and I'm regularly selling "Dexterity" in town now, quaffing the "*Dexterity*" I find on "luck turning"-"good" levels. Maybe the RNG is having fun with me again, giving stat potions instead of items with +speed which I'm looking/waiting for. Not that I'm really going to complain, but it seems odd .
I checked, and the only stat potions with borked rarities seem to be the charisma ones ... . Maybe there are simply not enough other items that can be rolled at that depth?
At least those *stat* potions should appear quite a bit deeper in the dungeon. At it looks now, I'll have maxed out stats if I stay around dlvl 35 a bit longer ...
No, I don't have a clue 'bout C, and I'm not starting my own variant.
Never. Ever.
You need to go deeper for *stat* potions. They are far more common at dl 40 (and even more common at dl 50.) You will survive so long as you stay away from Dark Elven Warlocks. There is nothing more dangerous IMO.
I've posted a minor graphic update for FAAngband 036 here.
It contains tiles for the *new* shafts as well as 32x32 replacements for the six Adam Bolt tiles. Enjoy!
It's free file hosting so it's not 100% reliable.
If you find that the download fails or is unavailable for some reason, try again tomorrow.
Last edited by buzzkill; February 24, 2009, 21:47.
Just another *charisma*, on a "strangely lucky" Lothlann 32, dropped by a Dark naga. Takes the char to 18/64 charisma ... and still no footgear other than some "Hard Leather Boots of Pitiless Torment (-10,-14) [3,-16] (-5 speed)".
I'm pretty sure now the RNG makes fun of me
Actually, *stat* potions other than charisma are ...
W:26:0:4:6000
A:30/6:40/2:50/2
.. what is too shallow IMHO. Or there are too few other things that can be dropped at that level, I don't know.
I'm playing the comp on winXP and at least when I set up the autoinscription through the knowledge menu on an aware item in my pack it gets inscribed. I haven't done much and cannot speak to anything else. There were some hooks missing in V for autoinscriptions after learning awareness etc.
You're not loading a prf file that somehow undoes the autoinscription by any chance?
The prf file seems ok - at least upon loading the character and checking the knowledge menu, all the autoinscriptions are still in place.
Playing around with it some more, it appears that the game only applies autoinscriptions after you add/modify/delete one of them in the knowledge menu - then it will apply all of them to what you have in your inventory. Other actions, such as picking up or buying an item, on the other hand, won't trigger the autoinscription.
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev
Nick,
Are there any plans to make shafts functionally different than long staircases. Like having to levitate, fly, or climb up, and float, climb, or fall down.
BTW, the in game message, as I'm sure you are aware, still refers to shafts as staircases when used, "You enter a maze of upward stairs".
Ok, another *Charisma* on the floor of "like the look" Lothlann 34.
This is too much, really!
Something even more odd - a monster that I fight does .. nothing ?!
Dwarven ranger, speed +/- 0, stepped on a rubble square next to a "z"ghoul on that level. Next turn, I attacked:
You miss the Ghoul. <2x>
You hit the Ghoul. <3x>
You miss the Ghoul.
You get in a shield bash !
You miss the Ghoul.
You hit the Ghoul.
You get in a shield bash!
You have destroyed the Ghoul.
With 2 attacks/turn, these are 5 turns I hack at it, and it doesn't fight back at all ?! I'm not sure if I had this before, I think some "H" behaved similar, but at least not in this severity .. Can anyone explain this behaviour?
PS: Running a dwarf through the desert of Lothlann feels like cheating .. all that rubble, that I can move through freely, while most mosters can't. And traps cannot appear in those squares either ... so there's little need of detecting them, or paying attention to trap-creating spells from monsters
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