Tweaked version of vanilla

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  • Raajaton
    replied
    The only non-standard option I ran for this game was no_selling. Everything else was default.

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  • fizzix
    replied
    @powerWyrm, good catch on 127, I'll try to fix that immediately.

    @raajaton, what options were you using?

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  • Raajaton
    replied
    Encountered a bug last night after killing Sauron. After he died, no down stairs were generated where he died, or any where else on the level for that matter. I had to cast Create Stairs a few times and eventually got some that went down.

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  • PowerWyrm
    replied
    Originally posted by fizzix
    I think I handled the dlvl 127 case, I can't remember exactly how since this was a long time ago. I certainly thought about it. The game does warn you before entering dlevel 99 or 100 that you will not be able to recall until killing Sauron or Morgoth. I think you can recall from 99 after killing Sauron and then the next time you descend you'll be at 100.

    I'll double check all this since I did port this over to V, thanks for pointing it out!
    I'm currently looking at the 3.5 changes to port them for my variant. The current code has the following:
    - if max_depth is 127, recalling from town will land you on dlvl127 (correct)
    - if max_depth is 127, using the down staircase in town crashes the game (the code checks p_ptr->depth == MAX_DEPTH instead of p_ptr->max_depth + 1 == MAX_DEPTH so you end up at depth = 128)

    Concerning recall on quest levels, I checked again and you're right (I didn't look directly at the "is_quest" fuction which handles the case when Sauron and Morgoth have been killed). You can recall when Sauron or Morgoth are killed.

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  • fizzix
    replied
    Originally posted by AnonymousHero
    I take it this is only relevant if you're playing ironman(ish)?
    yeah. shouldn't make any difference unless you have no recall, or forced descend checked.

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  • AnonymousHero
    replied
    Originally posted by fizzix
    I think I handled the dlvl 127 case, I can't remember exactly how since this was a long time ago. I certainly thought about it. The game does warn you before entering dlevel 99 or 100 that you will not be able to recall until killing Sauron or Morgoth. I think you can recall from 99 after killing Sauron and then the next time you descend you'll be at 100.

    I'll double check all this since I did port this over to V, thanks for pointing it out!
    I take it this is only relevant if you're playing ironman(ish)?

    Leave a comment:


  • fizzix
    replied
    Originally posted by PowerWyrm
    I've just looked at the following:



    You cannot recall from either dlvl99 or dlvl100, which means that you need to kill both Sauron and Morgoth and descend to dlvl101 to be able to recall. If you're not playing a pure ironman character, you may want to restock on supplies between the two fights. It would be nice to allow recall on these levels when the corresponding unique has been killed: you kill Sauron, recall to
    town, restock, recall down (or simply take the stairs), kill Morgoth, and finally recall back to town.

    Once the character reaches dlvl127 and recalls, it's game over (recalling back or taking stairs either doesn't work or more probably crashes). Maybe always allow recall to dlvl127?
    I think I handled the dlvl 127 case, I can't remember exactly how since this was a long time ago. I certainly thought about it. The game does warn you before entering dlevel 99 or 100 that you will not be able to recall until killing Sauron or Morgoth. I think you can recall from 99 after killing Sauron and then the next time you descend you'll be at 100.

    I'll double check all this since I did port this over to V, thanks for pointing it out!

    Leave a comment:


  • PowerWyrm
    replied
    I've just looked at the following:

    Replace birth_ai_smart with birth_forced_descend. Birth forced descend is a new challenge option that prevents a player from using up stairs and always descends to MAX_DEPTH + 1 from any down stairs (including town). Recalling from quest levels is forbidden, but you are warned before entering them.
    You cannot recall from either dlvl99 or dlvl100, which means that you need to kill both Sauron and Morgoth and descend to dlvl101 to be able to recall. If you're not playing a pure ironman character, you may want to restock on supplies between the two fights. It would be nice to allow recall on these levels when the corresponding unique has been killed: you kill Sauron, recall to
    town, restock, recall down (or simply take the stairs), kill Morgoth, and finally recall back to town.

    Once the character reaches dlvl127 and recalls, it's game over (recalling back or taking stairs either doesn't work or more probably crashes). Maybe always allow recall to dlvl127?

    Leave a comment:


  • fizzix
    replied
    Originally posted by Chud
    Ok, I figured out a workaround at least for this issue... I have to select the smaller font for the term-0 window, and then manually "decrease tile height" and width repeatedly until they cells fit together again.
    Yeah, i've had trouble too getting fonts to look right. It's really kind of wonky, but it's something that I have no knowledge how to fix.

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  • Chud
    replied
    Ok, I figured out a workaround at least for this issue... I have to select the smaller font for the term-0 window, and then manually "decrease tile height" and width repeatedly until they cells fit together again.

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  • Chud
    replied
    Any tips on font management? I don't think this is specific to this tweak, since I think I've run into this before in V, but I end up with a giant font on the term-0 window and not much luck changing it.... the subwindows are fine, but changing the term-0 window font from the window menu just results in various degrees of unreadability and bad layout... :/ This is one Windows; any pointers? Thanks!

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  • scud
    replied
    ***minor threadjack***

    With 3.3.2 I have the issue where a !k autoinscription on maces of disruption and scythes of slicing, which would otherwise be squelched as non-artifact weapons, *cannot* be squelched: 'k' just toggles between ignore and unignore. Is this resolved in later versions?

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  • takkaria
    replied
    Originally posted by HallucinationMushroom
    Oh, okay thanks.
    And if you use 'k' on an ignored item, you can choose to unignore or unsquelch it too!

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  • HallucinationMushroom
    replied
    Oh, okay thanks.

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  • takkaria
    replied
    Originally posted by HallucinationMushroom
    My destruction of artifacts, mass identify and squelch are all same thing to me, which ties in to tmj, but ultimately, the effort/time to id large piles of whats-it.
    If I can identify large piles quickly, then I don't care if there's a lot of junk. For me, problem solved. In addition to not squelching or inscribing, I also don't autopickup, so my view is very skewed.

    I didn't notice large piles of loot in the first place. And, I ended up turning off squelch because I was afraid I'd screw it up and destroy something good. At least *id* scrolls are no longer necessary. That's another big thumbs up.
    Squelch (and destruction) are more accurately referred to as 'ignoring' now. Any item ignored using 'k', whether automatically or otherwise, can be shown again using 'K', which toggles whether to show ignored items.

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