[Announce] PosChengband 6.0.0 Released

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  • GenericPseudonym
    replied
    Originally posted by wobbly
    So rod:beam of light damages everything now? deliberate change or bug?

    Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
    This has always been the case. There are two kinds of light damage: "weak light" (as from a wand of light, staff or spell of illumination, or staff of starlight), which only damages light-vulnerable creatures like orcs, and then normal "light" (as from the rod of beam of light, the staff of starburst, the hound/dragon breath, etc etc etc) which damages everything and simply does MORE damage to light-vulnerable things.

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  • murphy
    replied
    Originally posted by wobbly
    So rod:beam of light damages everything now? deliberate change or bug?

    Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
    that was true in past versions too (5.0.x for sure)

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  • wobbly
    replied
    So rod:beam of light damages everything now? deliberate change or bug?

    Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
    Last edited by wobbly; April 7, 2017, 17:14.

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  • Patashu
    replied
    Originally posted by Pete Mack
    I don't think that would properly be a unique, however. As I recall, they come in hundreds.
    One user has liked this post: Patashu

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  • Pete Mack
    replied
    I don't think that would properly be a unique, however. As I recall, they come in hundreds.
    Originally posted by HugoTheGreat2011
    Future Unique:
    How about making a namesake unique named Hugo the Great or Hugo the Tonberry...that moves like the Zombified J and hits *extremely hard* for *YUGE* damage in the late game?

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  • HugoVirtuoso
    replied
    Here's a 6.0.3 bug that many probably never seen before:

    Running on the World Map (i.e. SHIFT+DIRECTIONAL KEY on the WORLD MAP) actually works...Was that intended?....And although it does work, it does not make the time elapse at the right speed...in other words, when you run on the World Map from Outpost to Morivant (and hopefully without getting ambushed), the Game Time elapses in minutes (similar to running on a regular map (non-World Map view). Whereas, if you solely use just the directional key (i.e. regular World Map travel), time elapses at the right speed (i.e. hours/days).

    Future Unique:
    How about making a namesake unique named Hugo the Great or Hugo the Tonberry...that moves like the Zombified J and hits *extremely hard* for *YUGE* damage in the late game?
    Last edited by HugoVirtuoso; April 7, 2017, 12:43.

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  • TheQuest
    replied
    Originally posted by HugoTheGreat2011
    hmmm....try using the targeting again, and press 'o', locate an empty space...and see if this works. (I have yet to test this myself since I solely play melee-based characters nowadays)
    I think I have tried this option..

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  • wobbly
    replied
    Got an error opening my save. Too many object kinds, can't parse save, crash, something about a broken save, crash to desktop. Tried again opened just fine.

    Edit: Thinking about this it's possible I just clicked on the wrong version of the game
    Last edited by wobbly; April 7, 2017, 09:21.

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  • wobbly
    replied
    1st, yeah this 1 works for me!

    Just to add to what clouded is saying I play with an inventory window which used to also have the slot letter & now doesn't. So before I just glanced to the right at my inventory. Now I have to glance right & then look somewhere else to find the letter. Unless of course I just inscribe everything I use to a specific slot.

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  • HugoVirtuoso
    replied
    hmmm....try using the targeting again, and press 'o', locate an empty space...and see if this works. (I have yet to test this myself since I solely play melee-based characters nowadays)

    Leave a comment:


  • TheQuest
    replied
    Originally posted by HugoTheGreat2011
    For this you just target your pets to a specific monster
    Hugo, it's not about the monster. I want them just to go, all gang, to where I point to. For scouting, or wiping every monster in that direction.

    Look here or here.

    I think it will bring so much fun playing as necromancer!

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  • HugoVirtuoso
    replied
    Originally posted by clouded
    1) Adding to a stack by picking stuff up only tells you how much you picked up, not how much you have in total.
    .......
    7) Instead of an option, it might be better to have get all be another command, sometimes I might want it and sometimes I wont (like when there are monsters sleeping in view). g = get item under you, G = get all items around you, or so. Spell learning could be ctrl+g, don't think anything uses that.
    About #1 - Same thing happens when buying stackable items from stores, etc.

    About #7 - 'G' should be left alone (i.e. for spell learning) because we used 'G' for spell learning for ages since Moria/Angband in the pre-3.0 era?! It would be too much to make 'G' not for spell learning , in my opinion...Instead, '*' should be the one for get all items around you (which is already the case - though you'd have to go through a few prompts first
    Last edited by HugoVirtuoso; April 7, 2017, 08:47.

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  • Derakon
    replied
    Originally posted by Nick
    So QuickPosChengBand.
    Now make a multiplayer variant, MQPChBand!

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  • Nick
    replied
    Originally posted by Antoine
    wahoo! Some love for Quickband
    So QuickPosChengBand.

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  • clouded
    replied
    Hey chris, cool looking release. The new interface will take some getting used to but I think there are a couple of small ways in which it's worse than before.

    1) Adding to a stack by picking stuff up only tells you how much you picked up, not how much you have in total.

    2) When you shift-run over items that are automatically picked up, the game does not stop when you do so, so you can shift-run towards a potion in a room intending to stand on it but you end up running all the way to the other side of the room because the game didn't disturb you like it would for items you don't auto pick up.

    3) Having multiple pages for your inventory is really clunky, since the second page will only ever have 4 or so items, seems like unnecessary interface burden. Also, now you must use page-up or page-down instead of being able to use space in order to switch pages in shops/inven, this is much worse for users of hjklyubn as you have to move your hand over to the dreaded numpad.

    4) I'm not a fan of always starting from slot a in item choices, it seems less intuitive to me. Often while you're thinking about making choices you take a look over your inventory to decide what you want to use, or drop, etc. Either way you have to look at either your inventory or the item selection choice, find an item to use and the look at the slot letter, so it's better for it to just be consistant I think.

    5) Picking stuff up no longer tells you the slot in which it gets placed, it's frequent that you pick something up and then drop it right away, so it's better to not have to examine the inventory for that (without the above change).

    6) Previously, you could use 'x' and look at a pile on the floor, pressing x again would bring up a full list of the items, now it cycles through them one by one.

    7) Instead of an option, it might be better to have get all be another command, sometimes I might want it and sometimes I wont (like when there are monsters sleeping in view). g = get item under you, G = get all items around you, or so. Spell learning could be ctrl+g, don't think anything uses that.

    8) For the quests, the old haunted house quest is much harder than the new sand pit and dragon quest, so that is definitely out of order in lite town at the moment.
    Last edited by clouded; April 7, 2017, 01:22.

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