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  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    Just what you need, more boring icky things...
    I'm anxiously waiting for the first Icky Thing Shaman (or whatever) to hit the ladder.

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  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    By the way, if there is a time limit (well, levels-explored limit), how about displaying that limit in game somewhere? Or if it's variable, at least a min and max estimate?
    Min Depth (shown on character sheet) goes up every time you take the stairs down. It's the shallowest dungeon level you can navigate to. When Min Depth > 48 you have lost the game. 48 is the level where the Thin White Duke resides.

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  • Mikko Lehtinen
    replied
    Actually you notice the invisible monster next to you if you make a Perception check. Getting hit by the monster doesn't have any effect.

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  • ekolis
    replied
    By the way, if there is a time limit (well, levels-explored limit), how about displaying that limit in game somewhere? Or if it's variable, at least a min and max estimate?

    Leave a comment:


  • ekolis
    replied
    Just what you need, more boring icky things...

    I do like how getting hit by invisible monsters (or while blinded) highlights the square you got hit from, so you know where to strike back!

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  • Mikko Lehtinen
    replied
    Originally posted by Timo Pietilä
    Others count as different species, but IMO ghoul does not. In angband it is just one kind of undead, so it feels like it should not belong in species category. OTOH it does count as one kind of demon according to wikipedia.

    Not knowing what is possible in HoM may I suggest replacing that with imp or similar lesser (traditional) demon. Maybe homunculus?
    I just renamed ghoul to icky thing.

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  • Mikko Lehtinen
    replied
    The option works just fine in EyAngband, so the bug is my fault! I'll try to fix it.

    I just fixed the tunneling bug. You're really good at running into bugs.

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  • ekolis
    replied
    Originally posted by Mikko Lehtinen
    Do you mean you're doing this: press f to fire, select item, press * for targeting interface?

    The game will target the nearest enemy if you have any chances of hitting him. It won't target if the enemy is outside your range or if the line of fire is blocked by a wall.

    I'm not terribly familiar with newer targeting interfaces. What kind of behavior would you like?
    I play with the "remember last target" option on, and I can't just press f to fire anymore, because it fires at what I last fired at, which isn't there anymore - so I press * to select a new target, and then I'm stuck tapping arrow keys until I find something! I guess I'll have to try turning "remember last target" off and see what happens...

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  • Mikko Lehtinen
    replied
    Originally posted by Scatha
    This could work well. Letting the player get too deep fairly quickly seems good, else it reduces the impact of the choice (at least for better players).

    Plunge sounds much better than Burrow to me.
    I'll code plunge in right now. I've been missing the danger in early game.

    Originally posted by Scatha
    Do the long-term effects which have a chance of wearing off each dungeon level also get checked on returning to town? That would be another natural way to give an incentive for staying in the dungeon.
    No, town doesn't count. I'll have to think about this. It does seem like a good idea.

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  • Scatha
    replied
    Originally posted by Mikko Lehtinen
    What if you could descend three levels if you take the stairs down in a dungeon? It would ease both of these concerns.

    "Descend one (l)evel, (d)ive two levels, or (b)urrow three levels?"

    I mean burrow metaphorically of course. Does the verb make sense here? Better ideas?

    Edit: (p)lunge three levels maybe?

    With warriors (and often with mages, too) I generally dive all the way down to DL 20 at least. It would be fun to descend even faster.
    This could work well. Letting the player get too deep fairly quickly seems good, else it reduces the impact of the choice (at least for better players).

    Plunge sounds much better than Burrow to me.

    Do the long-term effects which have a chance of wearing off each dungeon level also get checked on returning to town? That would be another natural way to give an incentive for staying in the dungeon.

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by HugoTheGreat2011
    Also, the name of the Windows app is still angband.exe. I was wondering if you would change it to hallsofmist.exe or just mist.exe.
    This turned out to be super easy to do. Took me one minute.

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  • Mikko Lehtinen
    replied
    Ekolis, there's an option use old target by default. It's off by default. Would switching it on help?

    (It's possible that I've broken the targeting behavior with the option on. I never use it myself and haven't considered it when I made changes to the targeting interface.)

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by Scatha
    - Playing a Warrior I only ever died fighting uniques
    - at DL8-13, generally diving a fair proportion of the time because I could cope with everything else I met

    - I like the dungeon descent rules
    - But are there any advantages to skipping a town break?
    - I guess it saves a few turns of your torch ...
    What if you could descend three levels if you take the stairs down in a dungeon? It would ease both of these concerns.

    "Descend one (l)evel, (d)ive two levels, or (b)urrow three levels?"

    I mean burrow metaphorically of course. Does the verb make sense here? Better ideas?

    Edit: (p)lunge three levels maybe?

    With warriors (and often with mages, too) I generally dive all the way down to DL 20 at least. It would be fun to descend even faster.
    Last edited by Mikko Lehtinen; September 15, 2012, 19:05.

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  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    For some reason, targeting seems to have lost its "lock onto monsters" ability from V and most other variants; I have to tap the arrow keys repeatedly to target any monster more than one square away!

    edit: and worse, it will only target the square the monster was standing on, so if he moves, I'll have to retarget!
    Do you mean you're doing this: press f to fire, select item, press * for targeting interface?

    The game will target the nearest enemy if you have any chances of hitting him. It won't target if the enemy is outside your range or if the line of fire is blocked by a wall.

    I'm not terribly familiar with newer targeting interfaces. What kind of behavior would you like?

    Leave a comment:


  • ekolis
    replied
    For some reason, targeting seems to have lost its "lock onto monsters" ability from V and most other variants; I have to tap the arrow keys repeatedly to target any monster more than one square away!

    edit: and worse, it will only target the square the monster was standing on, so if he moves, I'll have to retarget!

    Leave a comment:

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