Sometimes, in an ambush, the monsters flee if you approach them, it's not an ambush if they don't attack
Similarly, sometimes (I think) the ambushing monsters are asleep, you can't be ambushed by someone who is asleep
The first one may happen if you are OP compared to the monsters, I believe.
The second one is a known bug since Chris's PCB days. I mentioned this one on the oook forums since 2014-2016
I tend to play a lot of Martial Artist chars, Monks, Mystic, Force Trainers, Skillmasters, and Ninjas. They all have various penalties or limits on armor wearing.
Ninja's seem to only have a weight limit
Monks and Mystics take huge penalties on items in Chest and Feet slots
Would it be possible on the Character sheet to list at least things like the Weight limit? And maybe slot penalties? Or at least document them somewhere? Besides in the code which is like Chinese to me.
I think there's some kind of bug with sense living. I remember on my water elemental I got it at some stage but it wasn't on the dump. Chalked it up to water elementals getting sense living.
My jelly "put on" an un-*ided crown of telepathy. I then swapped it with something else & sold it. It has sense living. My jelly appears now to have sense living for free.
Thanks. There was no code anywhere setting p_ptr->esp_living to FALSE, so once acquired, characters had it permanently.
I found the set of studded leather gloves 'Terminater'
I think "Terminater" is a new artifact name, not sure if it is intentional or a misspelling
It's been around since Hengband I think. I presume it's a misspelling, but I've never pretended my approach to all the misspellings and Engrish I've inherited is anything but inconsistent, especially in randart names where I've fixed a few and highlighted and deliberately played on others.
I think there's some kind of bug with sense living. I remember on my water elemental I got it at some stage but it wasn't on the dump. Chalked it up to water elementals getting sense living.
My jelly "put on" an un-*ided crown of telepathy. I then swapped it with something else & sold it. It has sense living. My jelly appears now to have sense living for free.
It has been a long while. I haven't been around at all since April 2018. Giving the Einherjar race a try for now.
I hope choosing Martial Arts for my current Einherjar wasn't a mistake. I know description says hand-to-hand combat is the Einheri's forte - Does that apply to Martial Arts too?
I think blood knights are immune to fear but if they are it isn't visible on the character sheet
Blood knights are not completely immune to fear. They are immune only to a specific type of fear - fear resulting from getting hurt.
They do, however, get one fear pip at high level that's only partly visible on the character sheet (the counter reflects it, but the pip itself's missing). I'll need to fix that.
Minor note. ?Monster confusion caused my hands to glow on a jelly, I suspect most monster races get an odd message. I'd suggest going with Vs weapon glow messages, that is if you can be bothered fixing it.
Might need an even more neutral term if Unarmed, Weapons, and Monsters were to be under a single term. Something like a Beastman Monk might situationally be under all those categories with an attack mutation for example.
On a previous character the sheet said he had excellent stealth, but he had aggravation
Not a bug in my opinion, just the lack of a desired feature. And for characters with temporary aggravation, the stealth rating is very important and relevant to know.
For character with permanent aggravation, not so much so, but there's no actual harm in keeping the stealth rating around in the usual place, rather than going out of the way to hide or alter it.
Minor note. ?Monster confusion caused my hands to glow on a jelly, I suspect most monster races get an odd message. I'd suggest going with Vs weapon glow messages, that is if you can be bothered fixing it.
I've been a bit unwell, that's delaying the release of 7.0.cloudberry, though hopefully not for much longer. Nivim's new water elementals are also delaying the release, I concluded it made more sense to fix them for cloudberry than to release it with crappy water elementals and then fix them next thing anyway, but that needs some time.
Hi, I am playing my first "Wild Talent" character. One of the abilities I have is called "Throw Object"
Lev = 1
Cost = 0
Fail = 6% (Lowest of all my talents)
Desc =
Browse = Hurl an Object with great force
But when I try to use the talent it just says "Zap?" and nothing happens.
Is there a trick to it? Is it just telling my I can use "v" (maybe with bonus damage?)? Or just something that doesn't work?
It's broken, sufficiently broken that I'm not even sure whether the ability's intention was to hack into the throw command through a spell or just tell you you could use "v" with bonus damage (you can't). Thanks for reporting.
(Edit: I think I've figured it out. There's a Throw Object mutation that uses the same code, and the bonus damage works on the mutation, but it doesn't work for wild-talents piggybacking on the mutation's code.)
Hi, I am playing my first "Wild Talent" character. One of the abilities I have is called "Throw Object"
Lev = 1
Cost = 0
Fail = 6% (Lowest of all my talents)
Desc =
Browse = Hurl an Object with great force
But when I try to use the talent it just says "Zap?" and nothing happens.
Is there a trick to it? Is it just telling my I can use "v" (maybe with bonus damage?)? Or just something that doesn't work?
Ugh. Why would anyone want to forget monster lore? That is an option that will never be used. Note that V now has cross-save file monster lore, and not one complaint has been made.
I'd use it, I've never really agreed with the attitude that the game should tell you exactly how much damage everything does, I used to always use a new save to clear monstet memory.
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