Checking into this a bit more carefully, it seems that the limits were doubled:
in ZAngband 2.7.4c, a character with 14.5 strength (effectively 14), carrying 83.7 lb reports 104% capacity (and can't swim, but is not yet slowed by a point)
in SAngband 1.0.1.169, a character with 15 strength, carrying 82.2 lb reports 51% capacity (and can't swim, but is not yet slowed)
So unless there is some other penalty that kicks in at the new 100%, this seems to be a display change and not a gameplay change ... but I still found it confusing
As a side note on the earlier discussion on tengu and involuntary swimming, I believe Z did 2d10 damage per game turn if you were overweight and in water. For crossing one or two squares this was not an issue, but repeated swimming (or swimming at -11 speed or worse, when there could be three damage ticks between player turns) could indeed kill you, either directly, or by leaving you vulnerable to a monster you could normally take easily. Perhaps allow something of this sort if you try to move out of a water square into another one? That would allow pickup in water or escaping from a bad teleport possible, but still a considerable risk, and by limiting it to situations when the player is already in the water, it remains a hard stop unless you have carefully managed your burden.
in ZAngband 2.7.4c, a character with 14.5 strength (effectively 14), carrying 83.7 lb reports 104% capacity (and can't swim, but is not yet slowed by a point)
in SAngband 1.0.1.169, a character with 15 strength, carrying 82.2 lb reports 51% capacity (and can't swim, but is not yet slowed)
So unless there is some other penalty that kicks in at the new 100%, this seems to be a display change and not a gameplay change ... but I still found it confusing
As a side note on the earlier discussion on tengu and involuntary swimming, I believe Z did 2d10 damage per game turn if you were overweight and in water. For crossing one or two squares this was not an issue, but repeated swimming (or swimming at -11 speed or worse, when there could be three damage ticks between player turns) could indeed kill you, either directly, or by leaving you vulnerable to a monster you could normally take easily. Perhaps allow something of this sort if you try to move out of a water square into another one? That would allow pickup in water or escaping from a bad teleport possible, but still a considerable risk, and by limiting it to situations when the player is already in the water, it remains a hard stop unless you have carefully managed your burden.
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