Since it's been such a huge re-write, it wouldn't surprise me at all if there are some new bugs I've introduced and not found/fixed yet.
Yep - found and fixed, thanks. It was offering the correct total price for the bundle of items sold together, but only actually giving you the money for one item.
Until there's a new release, the work-around is to either sell them individually or just not care because it's pretty insignificant amounts of money.
Yep. Also a bug - this one was a bit of an obscure one. It only happens when you have recalled from town A to dungeon B, when dungeon B is underneath town C, and then exited dungeon B via the stairs rather than by recalling back out.
It would get confused, and although it tells you that you are in town C (and, in fact, you are in town C) when it generates the town level it gives you the shops for town A.
The work-around for this one until it is fixed is to simply exit the town by walking out of it (rather than going back downstairs), and then immediately walk back in. That should re-set things and it will no longer be confused.
One of the things I did before switching from C to C# was to simplify everything by taking out the six(!) pages of options and all the conditional code that they required, making everything much simpler to convert.
I might toy with putting the blocky wall graphics back in, although to be honest I quite like the "pure" ASCII look.
"SM" stands for "Slow Movement", and "FM" stands for "Fast Movement". "SM: 111%" means that you're moving more slowly so each move takes 110% of a turn.
You've been given a mutation. If you check your mutation list ('J' for the journal, then 'm' for mutations) you'll see - possibly amongst others - "You sometimes cause nearby creatures to vanish". This means that occasionally all the nearby monsters will be banished. The "You suddenly feel almost lonely." message is what it says each time that happens.
There are ninety six mutations that you can get in total, and unlike spells or powers they don't actually have names (well, they do in the code, but there's nowhere player-facing in which they're named).
Thirty two of them are passive mutations that change your stats or give you resistances or vulnerabilities or whatever.
Thirty two of them are activatable mutations that you access with 'P' along with your racial power (if any) if you want to use them.
Thirty two of them are random mutations that mostly go off on their own at random times making something happen. There are a few exceptions here, since one of these goes off when you go up a level and five of them occasionally go off when you make an attack.
First, I had come across 30 Rounded Pebbles (+4, +1). I was only level 3 or so, and had been given them by a god upon levelling up. Not being a sling user, I figured it would be some nice cash. Went to the shop and they offered me 540 gold. I thought that was marvelous, so accepted. But then noticed I only had 265 or so gold total. I checked the message log and it said I told the 30 pebbles for 18 gold. 18 * 30 = 540, the value I had seen. I don't know exactly how much I actually received, but it was obviously substantially less. My charisma is pretty low, so maybe I got what my charisma deserved but it displayed something higher incorrectly? Really not sure what happened, it was just confusing.
Until there's a new release, the work-around is to either sell them individually or just not care because it's pretty insignificant amounts of money.
Second, I ventured out of the town of Ignarok. I headed north toward the 'home of the gods' place, not knowing what it was. I made it there, found trolls that would easily kill me if spooked. So I read a scroll of word of recall. Recalled into the sewers underneath Ignarok. Relieved, I poked around a bit then took stairs back up. I emerged into.... Ignarok? But not? The game says I am in Ignarok. The map says I am in Ignarok. The mobs are town mobs from Ignarok. But... it is just an empty box like the 'home of the gods' I had come from. No shops, etc. Pretty sure this one is a bug even if I'm not confident of the recall mechanics.
It would get confused, and although it tells you that you are in town C (and, in fact, you are in town C) when it generates the town level it gives you the shops for town A.
The work-around for this one until it is fixed is to simply exit the town by walking out of it (rather than going back downstairs), and then immediately walk back in. That should re-set things and it will no longer be confused.
Oh, and is there any possibility of getting some settings in the future? I really prefer to not have the display center on the character, and usually play with the extended ascii characters that use the shaded blocks rather than octothorpes for the walls and such. No big deal if not, I was just surprised at there not being any real settings at all after coming from ZAngband and similar that have lots of settings.
I might toy with putting the blocky wall graphics back in, although to be honest I quite like the "pure" ASCII look.
I know documentation is no fun, but like someone else in this thread I got the 'SM: 111%' notification and was completely mystified. I still don't know what 'SM' could possibly stand for, though I did figure out it has to do with being over-encumbered.
I still haven't figured out why I keep getting told "You suddenly feel almost lonely."
There are ninety six mutations that you can get in total, and unlike spells or powers they don't actually have names (well, they do in the code, but there's nowhere player-facing in which they're named).
Thirty two of them are passive mutations that change your stats or give you resistances or vulnerabilities or whatever.
Thirty two of them are activatable mutations that you access with 'P' along with your racial power (if any) if you want to use them.
Thirty two of them are random mutations that mostly go off on their own at random times making something happen. There are a few exceptions here, since one of these goes off when you go up a level and five of them occasionally go off when you make an attack.
Comment