![]() |
#1 |
Scout
Join Date: Oct 2007
Posts: 48
![]() |
3.1.0 bugs
I quickly scanned the bug tracker and didn't see these:
1) Sometimes, items tagged with {=g} don't get automatically picked up. From my observations, this seems to happen most often when @ is orange/red and the hitpoint warning is on; never seen it happen with hitpoint warning off. 2) 3.1.0 range reduction on missile weapons is too restrictive as evidenced by wands/rods having much more range and monster ranged attacks also outdistance missile weapons. The ranges of all long range attacks should be reviewed for appropriateness. I can understand some things have longer ranges than others, but it just seems that missile launchers are now have too short a range when compared with other attacks. |
![]() |
![]() |
![]() |
#2 |
Knight
Join Date: Jan 2009
Posts: 657
![]() |
That's 'behaviour as designed'. The idea is that, if you're on the verge of death, you don't want to be automatically wasting time on picking up stuff rather than running for your life ;-). You can still manually pick them up.
|
![]() |
![]() |
![]() |
#3 |
Scout
Join Date: Oct 2007
Posts: 48
![]() |
Boy, I sure feel stupid on that one. It never crossed my mind that auto-pickup was using movement turns... Thanks for the answer anyway.
wow. I just reread my response. It sure sounded sarcastic, unintentionally. edited for content. Last edited by Slick; January 29, 2009 at 03:16. |
![]() |
![]() |
![]() |
#4 |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
![]() |
|
![]() |
![]() |
![]() |
#5 |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
![]() |
|
![]() |
![]() |
![]() |
#6 |
Knight
Join Date: Jan 2009
Posts: 657
![]() |
|
![]() |
![]() |
![]() |
#7 |
Apprentice
Join Date: Jan 2008
Location: Finland
Age: 44
Posts: 55
![]() |
If you agree:
1) Autopickup shouldn't be "cheaper/better" option than regular pickup 2) Autopickup is a very convinient UI feature. Why not make pickup a free action? IMO there is nothing wrong with putting ease/convinience of use before realism on such matters. |
![]() |
![]() |
![]() |
#8 |
Prophet
Join Date: Mar 2008
Posts: 2,799
![]() |
If pickup took 0 energy, and dropping likewise took 0 energy, that would almost make up for losing the '-' command to step onto a pile and not pickup even though autopickup is on.
|
![]() |
![]() |
![]() |
#9 |
Knight
Join Date: Jun 2008
Posts: 593
![]() |
This would have dangerous unintended consequences. It would encourage players to amass a pile of consumables/rods/wands onto a square at the end of their anti-summoning corridors or what have you, and make use of an effectively massive inventory... Although, I guess this is limited by how objects are distributed between adjacent tiles when dropped. Still, the potential is there for egregious abuse.
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
![]() |
![]() |
![]() |
#10 |
Adept
Join Date: Apr 2007
Age: 34
Posts: 131
![]() |
Does using an object on the floor (quaffing a potion on the floor, for example) take as much energy as picking it up and then using it? If not, this is inconsistent.
Also, if picking up takes energy, autopickup can still be very dangerous: Code:
D## .## .## !.@ Not quite sure, though, whether that justifies making picking up a free action. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
a few bugs r1176 | Faust | Vanilla | 10 | January 29, 2009 04:41 |
Newbie Question about reporting bugs | miyazaki | Vanilla | 1 | January 9, 2009 01:30 |
3.1-dev: Call for bugs and patches | takkaria | Vanilla | 17 | January 7, 2009 17:42 |
V dev bugs | Pete Mack | Vanilla | 5 | September 22, 2008 00:38 |
V 3.9 Bugs | momo125 | Vanilla | 3 | September 11, 2007 15:48 |