Bug: Trap Doors, Disarming, Levitation, and easy_disarm
With levitation and with easy_disarm off, walking into a trap door ignores it, and failing to disarm a trap door ignores it. Expected.
With levitation and with easy disarm on, walking into a trap door ignores it, and failing to disarm a trap door procs it.
EDIT: rhukath's the one who pointed out the bug, I just did a bit of poking and the report.
[Announce] FrogComposband 7.1.salmiak released
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'n' is the repeat key for the regular keyset, and 'X' is the repeat key for the roguelike keyset.
Staves of genocide in particular have very high fail rates for most characters, so it's not unusual to see 100 consecutive failures before the staff is successfully used on attempt #101. By that point, most players will already be sitting on (or prepared to hit) the repeat key to initiate attempt #102...Leave a comment:
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x is unmaker and they can be numerous. you might die if low on hp so a confirm is niceLeave a comment:
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Quick question - when casting Genocide, why does the game ask for confirmation if it's a 'n' or 'X'? What's special about nagas and xorns?Leave a comment:
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Bug: Necromancer Touch Spells and Fear
A necromancer's touch spells don't appear to be consistent with current fear code; as far as I can tell it looks like it (necromancer.c starting at line 14) still presumes old binary fear code (e.g. current V/FA2), where being afraid at all prevents you from doing the thing (melee, or in a Necromancer's case their touch spells which in a lot of ways count as melee) and also prevents you from wasting the turn due to fear getting in the way.Leave a comment:
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The Land of Oz
Visited Oz for the first time yesterday.
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You're a sick and twisted individual, rodent.Leave a comment:
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Vecna really needs 100% to drop his head.
That is such a good (apocryphal) story. Direct ancestor of Leeeeroy Jenkkns!Leave a comment:
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Bug/RFE: Necromancers and Vecnacrown
If I'm understanding how things work correctly, Vecnacrown can't drop for Necromancers. Ever.
It's a setchance drop from Vecna only, and for Necromancers Vecnahand takes priority in the statement.Leave a comment:
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One More Thing
Oh, one more thing about Animate Dead: while regular monsters running away might make sense, it doesn't for undead slaves!Leave a comment:
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Bugs/RFEs: Various Things
Bunch of various things; some arguably bugs, and some arguably not but also don't make sense if you stop to think about them.
- Necromancers two-handing something still counts for them having a "free hand" for touch attacks. Possibly applies for mummies too, etc.
- Similar problem with (at least) mummies; according to Bucephalus, they can wear a shield, hold the reins while riding, and still have a "free hand" for their gimmicks.
- Animate Dead, logically, reanimates corpses and skeletons . . . yet, detect spells treat the reanimated as living still. Not strictly a bug, but a logic problem with the current system.
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I think it's not stated because Craven also penalizes your CL for fear check calculations; and only mentioning the vFear might give the inaccurate implication that that's the only fear-related penalty, while mentioning both feels like overkill for a short flavor description. (They are both mentioned in the much longer help section on fear.)Had a player on the webserver wondering where their vFear was coming from, on a Craven character.
Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.Leave a comment:
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RFE: "Craven" clarification
Had a player on the webserver wondering where their vFear was coming from, on a Craven character.
Yes, I know the name of the personality would imply it, but apparently that's not enough and it needs to be explicitly stated that Craven gives vFear; its current description doesn't do that.Leave a comment:
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