[Announce] PosChengband 4.0.0 Released

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  • Regalia
    replied
    id and *id*

    Do I get this correctly, you have to *identify* stuff to get full selling price now? I'm pretty sure I sold a robe of permanence for under 1k (was about 50k to buy back) but got more for an *id*ed robe of resistance (was about 20k to buy back).

    Edit2: Ok, I don't get it. *id* lowered the selling price of my ego item. Also, selling prices of pricy (to buy) ego items are very low compared to pos3.5. Is there a logarithm somewhere in there now?
    Edit3: Alright, so here's how I see it: after you *id* you might get a slightly lower price if ego turns out to be crappy. You will get a proper price if ego is good. So *id* egos you know are pricy. Yes, metagame the bunk out of it!

    Also, no
    ?unaware wands
    anymore since wands all need to be ided one by one now?

    In that case, how can I id all wands but pickup only some that I want (via autodestroyer ofc).
    ?unidentified wands
    !wands:sucky wand
    !wands:another sucky wand

    does not seem to work.

    Edit: I imagine it does the usual and only uses the 1st applicable line. Do I need to
    ~?unidentified wands
    wands:good wand
    wands:good wand

    and walk over them twice?
    Last edited by Regalia; December 7, 2015, 21:47.

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  • HugoVirtuoso
    replied
    I also think that 4.0.0's Wand / Rod / Staff stacking mechanism needs more work. Carrying multiple Rods of Detect Monster or any other kind of magical device nowadays makes the backpack prone to overloading...

    I still haven't figured out if 4.0.0 does in fact have a way to stack magical devices.

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  • debo
    replied
    Originally posted by wobbly
    Once you get a large stash of $ recalling to sell becomes pointless. If you just keep going the junk you find will be worth more then what you're carrying & eventually everything you step on is 30k. Maybe no-sell would be fine if the option also removed the need for *id. That was probably the biggest cash killer last time I played with selling off.
    *identify* ruins a lot of things, IMO. If there was anything I could have removed in the main game, that would be it.

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  • Derakon
    replied
    Originally posted by debo
    It's really just the amount you get back. In Vanilla, it's reasonable. In poscheng, money is much more important, and what you get from the nosell bonus is not enough, IMO.
    In particular, as I recall the early game in Poscheng really throws "valuable" egos at you. You can get >30k gold very quickly in Poscheng if you have selling on, but it's going to take a lot longer to achieve that much money with no-selling.

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  • wobbly
    replied
    Originally posted by Raccoon
    Hm. If you could still ID potions and scrolls by selling, I'd consider it a fair trade-off, just to avoid the tedium of recalling to town to sell things. But the way no-sell is currently implemented, I think you're right. the early game is just kind of obnoxious when you have to risk ID-by-use or save up for ID scrolls.
    Once you get a large stash of $ recalling to sell becomes pointless. If you just keep going the junk you find will be worth more then what you're carrying & eventually everything you step on is 30k. Maybe no-sell would be fine if the option also removed the need for *id. That was probably the biggest cash killer last time I played with selling off.

    Leave a comment:


  • debo
    replied
    Originally posted by Raccoon
    Hm. If you could still ID potions and scrolls by selling, I'd consider it a fair trade-off, just to avoid the tedium of recalling to town to sell things. But the way no-sell is currently implemented, I think you're right. the early game is just kind of obnoxious when you have to risk ID-by-use or save up for ID scrolls.
    It's really just the amount you get back. In Vanilla, it's reasonable. In poscheng, money is much more important, and what you get from the nosell bonus is not enough, IMO.

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  • Raccoon
    replied
    Originally posted by debo
    Yes, but it sucks. The early game is slowed down way too much in poscheng noselling for it to be worth it, IMO. I think in the lategame it's ok but you still do better by selling crazy shit.
    Hm. If you could still ID potions and scrolls by selling, I'd consider it a fair trade-off, just to avoid the tedium of recalling to town to sell things. But the way no-sell is currently implemented, I think you're right. the early game is just kind of obnoxious when you have to risk ID-by-use or save up for ID scrolls.

    Leave a comment:


  • HugoVirtuoso
    replied
    I wonder if Mac users are also affected by 4.0.0's "Option Menu > HTML Dumps not working" bug?

    Leave a comment:


  • debo
    replied
    Originally posted by Raccoon
    Does prohibiting selling items to shops make the gold drops in the dungeon more valuable to compensate, like in vanilla?
    Yes, but it sucks. The early game is slowed down way too much in poscheng noselling for it to be worth it, IMO. I think in the lategame it's ok but you still do better by selling crazy shit.

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  • Raccoon
    replied
    Does prohibiting selling items to shops make the gold drops in the dungeon more valuable to compensate, like in vanilla?

    Leave a comment:


  • nikheizen
    replied
    Originally posted by Regalia
    If you take the turncount from the ladder, then I think every in-game minute of gameplay is that turn.

    Only you get a fake bonus day since it counts from day 0 but you start from day 1.

    As for actual 'moves'... I wonder that too.
    That might explain why my ladder turncount for my devicemaster character is so damned high! I was wondering how I spent 150k turns, but I guess sleeping at the inn a lot will do that now.

    I was wondering this as well, thanks.

    Leave a comment:


  • Regalia
    replied
    If you take the turncount from the ladder, then I think every in-game minute of gameplay is that turn.

    Only you get a fake bonus day since it counts from day 0 but you start from day 1.

    As for actual 'moves'... I wonder that too.

    Leave a comment:


  • Exo
    replied
    I didn't feel like this question deserved an extra thread so I'll just ask it in here:

    I've been banging my head against the wall trying to find the turncount on the character sheet but somehow it only displays it on the ladder entries.
    My best guess is that it has to do with play time/game time, not sure how those get calculated either and what the difference is between them to be honest.

    Maybe someone knows more about this.

    Leave a comment:


  • Regalia
    replied
    Originally posted by debo
    It's possible... depending on how well you know C
    Yea... I really don't want it solve like that. Makes me feel like I'm cheating :/. Even if it's just a gui change.

    I have a very peculiar way of 'dealing with' roguelikes...

    Edit: Unless maybe if I make the modification it could eventually be merged back into a release so that I could still use the official build?
    Edit2: I see that you can declare macros in the autodestroyer now (or maybe you always could). Is there a way to declare/define your own variables that could be evaluated deeper in the script? Or maybe a trick of some sort, like declaring a macro and then checking its value later on?
    Last edited by Regalia; December 6, 2015, 14:37.

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  • debo
    replied
    Originally posted by Regalia
    Sorry if it's trivial but for the life of me I cannot find the way to:
    - activate the unified use command,
    - move the char status/summary to the left of the screen.

    So.. any hints or it not possible (anymore)?
    It's possible... depending on how well you know C

    Leave a comment:

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