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?
[Announce] PosChengband 4.0.0 Released
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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.Leave a comment:
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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:
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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.Leave a comment:
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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:
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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:
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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:
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I wonder if Mac users are also affected by 4.0.0's "Option Menu > HTML Dumps not working" bug?Leave a comment:
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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.Leave a comment:
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Does prohibiting selling items to shops make the gold drops in the dungeon more valuable to compensate, like in vanilla?Leave a comment:
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I was wondering this as well, thanks.Leave a comment:
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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:
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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:
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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.Leave a comment:
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