Thanks for the bug report for the wizardstaff.
The Fell Sorcery and Untouchable mutations are MUT_TYPE_BONUS mutations (see the table in mut.c) which means they receive the SPELL_CALC_BONUS event (see mut_calc_bonuses, which is called from calc_bonuses in xtra1.c). Thus, if you look at fell_sorcery_mut in mut_a.c, you can see the code handler for SPELL_CALC_BONUS. Ditto with untouchable_mut. In short, I think both of these mutations should be working, but did not actually test to make sure.
[Announce] Poschengband 3.0.0 Released
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Wielding a wizardstaff seems to increase the cost of spells to 1 if they were already cost 0 (like a Mindcrafter's Clear Mind). Looks like just a one-line fix: http://bpaste.net/raw/171931/
Also I was looking up Demigod mutations out of curiosity (since I'm playing a Human at the moment and level 30 is the point where I normally die), and it looks like Fell Sorcery ("Your spells will grow more powerful.") and Untouchable ("You will gain a bonus to armor class.") don't actually work? I could easily be missing something with how mutations work though, and Angband debug modes are a pain so I haven't tried just testing them ingame yet. :PLast edited by MarvinPA; January 25, 2014, 10:50.Leave a comment:
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Bullroarer dropped a Barbarian talisman (+1). It only had -1 int. How is this a {good} drop? Shouldn't it have at least 1 positive flag?
edit: It was sold of 1 gold.Leave a comment:
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I usually start with a key piece of gear or too, and then work around that. Your principle weaknesses hitherto have been poor fighting stats. So perhaps begin with either Julian or Yositsune for your armor and Thror for your boots. Gloves are either Sprite or Lawmaster (You will need a lot of dex!). After that, build up your remaining kit trying to cover all resists and get all 3 blows, as well as telepathy if you feel like you need that (Palantir?). Make sure your speed is +25 or higher. You should use the Jewel of Judgment eventually, as well as Vilya (a gimme with your gameplay options). Your kit will never be "optimal" ... just get something that works.
Does dlvl of where you read a SoAC affect results?Leave a comment:
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back in action now, and looking for kit advice after reading a zillion acq and *acq* scrolls... http://angband.oook.cz/ladder-show.php?id=15474 helpppp
I usually start with a key piece of gear or too, and then work around that. Your principle weaknesses hitherto have been poor fighting stats. So perhaps begin with either Julian or Yositsune for your armor and Thror for your boots. Gloves are either Sprite or Lawmaster (You will need a lot of dex!). After that, build up your remaining kit trying to cover all resists and get all 3 blows, as well as telepathy if you feel like you need that (Palantir?). Make sure your speed is +25 or higher. You should use the Jewel of Judgment eventually, as well as Vilya (a gimme with your gameplay options). Your kit will never be "optimal" ... just get something that works.
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Robe of the Twilight and call it done! (That's a joke, btw ...)
Also, try mundanity on your Mace of Disruption of *Slay Undead* followed by Artifact Creation. You never know! Get more Mundanity and repeat! With your gameplay options, you will have trouble finding non-ego heavy weapons for your artifact scrolls!Leave a comment:
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back in action now, and looking for kit advice after reading a zillion acq and *acq* scrolls... http://angband.oook.cz/ladder-show.php?id=15474 helppppLeave a comment:
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I pushed a woefully undertested interim release (3.0.5) in the usual place:
* Stairs no longer collapse in the wilderness when using the ironman_rooms option. Previously collapsed stairs should now be available again (untested).
* Wilderness now correctly prints town status when scrolling about.
* Mirror Master spell stat fixed to Int. Mirror Concentration power now correctly detects current mirror status.
* Some new lance ego types added for riding classes and a couple miscellaneous new artifacts added.
In addition, I added some new Mauler goodies as requested (untested):
* Dice boosted ego weapons and rand-arts now gain extra weight, but only for the Mauler.
* 3 New mauler artifacts added. Also, the Mauler now has a good shot at some of the heavy monster king rewards. Finally, a couple of already heavy artifacts got a bit extra weight to make them useful for the mauler.Leave a comment:
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Any entrance deeper than L19 will collapse with 1 in 14 odds.
Well, don't quit your character over this. I can certainly make this rule not apply when playing with ironman_rooms turned on for next release (which you can nudge me into hurrying if you like).
But if all you want are continuous GCVs, don't you find stair scumming tedious?
That said, if you wanted to increase the frequency of GCVs... hehehe. Eventually the vault distribution has a real impact on my gameplay because I do need to blindly recall down to deep angband and start hunting at the endgame.Last edited by chem; January 19, 2014, 18:42.Leave a comment:
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Hmm, which dungeons does this apply to? It doesn't apply to icky caves or camelot. Yet it does for many others.
I understand the intent, but it's a patently un-fun feature. You haven't lived until you've played a char based on GCV stair scummingI may just abandon this character.
Well, don't quit your character over this. I can certainly make this rule not apply when playing with ironman_rooms turned on for next release (which you can nudge me into hurrying if you like).
But if all you want are continuous GCVs, don't you find stair scumming tedious? You can make every vault a GCV with the following change to lib\edit\v_info.txt. Locate the entry for GCVs:
Code:N:20:Greater vault (huge) T:VAULT:GREATER
Code:T:VAULT:GREATER:DEBUG
As an aside, the third field of the T: line is a flag field, and the DEBUG flag says to always choose this room when selecting a room template. Sometimes there will already be flags specified in this field, but you can add new ones with the normal C bitwise or operator ( as in FOO | DEBUG).Leave a comment:
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AFAIK, the Orc cave won't collapse
The Arena dungeon and Anti-magic cave (IIRC) are known to collapse
I just don't think being unable to find dungeon entrances should be an 'end all' to gameplay. Don't forget --we have Mt Olympus. But, this one place is on another levelLast edited by HugoVirtuoso; January 18, 2014, 18:44.Leave a comment:
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Why would those not collapse? Sorry, away from home computer and can't check poscheng's files. How about anti-magic cave, or anything lvl 60+?Leave a comment:
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You don't have to abandon the character. You can still try the Chameleon cave (lvl 30) or Glass Castle (lvl 40), assuming these have GCVs.Last edited by HugoVirtuoso; January 18, 2014, 17:11.Leave a comment:
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