pampl |
January 13, 2011 12:16 |
I couldn't sleep so I worked on 0.6.3 instead, and it'll be out in time for the weekend. Quick start is fixed but it means savefiles aren't compatible so delay upgrading until you've died. Now spiders can spin webs, innate melee doesn't spam 2x as much feedback as it should, and other stuff I'll add as I remember (edit: randarts no longer break racial artifacts)
Quote:
Originally Posted by AnonymousHero
(Post 46832)
It should be just "configure". (Only exists after running the autogen.sh file.)
On second thought it might be better to avoid including it in the repository direct and instead providing a source download for each version (with "configure" included).
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I don't have any "configure" file.. the only files I have without extensions are the makefiles, install-sh, run-tests, and HEADER. I've never run the autogen.sh file unless make runs it automatically :confused:
Quote:
Originally Posted by Arjen
(Post 46835)
I've discovered something weird. When i was clearing out an undead pit, i noticed my auto-destroy was reset. I wasn't destroying anything anymore. And in the past destroyed objects were spawned back in the level, psuedo-ided or even fully ided. So i went and put everything back in the auto-destroy and continued. Now i just cleared a demon pit. Same thing occurs. I put some spellbooks in the autodestroy and suddenly they are back on the ground with a lot of other stuff. And now i can't even put them back in auto-destroy or even just destroy them at all! So now i have to literally throw away stuff i don't want.
I have no idea what triggered this, i only know it started both times when i was killed a lot of monsters who drop a lot of items.
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The squelcher doesn't destroy stuff, it just drops it then ignores it. There's a bug from V that your quality squelch settings get reset every time you close the game, but that shouldn't effect spellbooks.. can you attach a savefile to your post?
Posting this here so other people can get their 2c in as well...
Quote:
Originally Posted by Arjen
The amount of equipmentslots is insane now. Got 11 amulets and 11 helmets. Even without randarts i think it too much. Just think about it. You can wield a:
- amulet of resistance
- amulet of trickery
- amulet of devotion
- amulet of weapmastery
And another 7 amulets
Same with helmets:
- of magi
- of might
- of lordliness
- of seeing
- of telepathy
- Gondor
- Dor-Lim
- Golim
- Hammerhand
- and another one
It would still be pretty overpower
But with randarts it's even more insane :) Got 3 immunities, 30+ speed, high stats, all resses, several melee bonusses, several ESP sources and 444 AC.
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Even with all those you're still effectively a warrior who can't use a bow and is only doing 1/2 as much damage as a non-monster warrior (4 attacks * (20 base + 100 bonus) vs ~1000 damage per round). Now, I can definitely see how AC could get too high, and I'm willing to implement a diminishing returns formula on ACs over 150 or 200 (it'll just be a quick hack fix if AC is going to be changed in 3.3) but the marginal value of the non-AC bonuses from additional helmet/amulet slots once you already have ~4 is pretty low. By the time you've filled all those slots, it's the late late late end game and you'd have beaten Morgoth already if you were a demihuman.
If hydras are more powerful than their XP modifier indicates, I'm willing to increase it or even slightly reduce their stats, but I'm really reluctant to change their slots, especially their head/neck slots.
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