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Old May 29, 2011, 14:49   #11
ekolis
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Nightlies are development builds, typically generated once per day, at night (hence the name).

Iron spikes are indeed used to jam doors using the 'j' command.

As for glyphs of warding, I've never made it far enough to use them, but from what I've heard on the forums, they seem to be some sort of trap that the player can set to block or injure monsters.
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Old May 29, 2011, 15:30   #12
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Some more info from the wiki:
Quote:
Jam a door (j) / (S)

Jam a door (so that it needs to be bashed down). Many monsters can simply open closed doors, and can eventually get through a locked door. You may therefore occasionally want to jam a door shut with iron spikes. Each spike used on the door will make it harder to bash down the door, up to a limit of eight. This command takes a full turn.
Quote:
Rune of Protection

Inscribes a glyph of warding on the floor beneath your character; monsters can't move onto the glyph or attack your character while standing there without breaking the glyph (chance is (monster level)/550)
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Old May 29, 2011, 15:32   #13
Timo Pietilä
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Quote:
Originally Posted by ekolis View Post
As for glyphs of warding, I've never made it far enough to use them, but from what I've heard on the forums, they seem to be some sort of trap that the player can set to block or injure monsters.
Glyphs prevent monster to enter the grid where glyph is, preventing them to melee you when you stand on it. They have a chance to break the rune which increases with monster depth, so Morgoth breaks one pretty fast while orc wont be able to break it until zillion turns. It also prevents summoned monsters to appear in that grid or traps or items. Only thing that can enter the grid where you made the rune is you. Earthquakes can and destruction will destroy glyphs.

Very useful against hard-hitting monsters, no so much against monsters which main weapons are spells or breaths. They also slow even deepest monsters down quite a bit allowing you to run away if you need to. Pass-wall and eat-wall monsters just go around them so not very useful against those for running purposes.
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Old May 29, 2011, 17:38   #14
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Quote:
Originally Posted by Goldbug View Post

There's a few options for different graphics under Options>Graphics, but I'd very much like to play with block walls and have the monsters and features represented by letters and ASCII in the way I'm used to. Is that still possible?

Any help would be very much appreciated.
Actually me too. I've not figured out how to do this on the mac. I am playing some nightlies. I lost two characters in part because I didnt recognize the graphic representing some very dangerous monsters (impact hounds once and Dracolisks the other time) until it was too late. Finally I just won now, so I can recognize the baddies better, but I think I still liked the old ASCII monsters, but with the new walls/treasure, and love the new targetting system too. Can't we have a built-in feature for various combos of walls and monsters?
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Old May 30, 2011, 10:29   #15
Goldbug
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Thanks a lot for the responses.

I think I'll try using some iron spikes to see how it helps my game.

Sounds like I'll have to get used to '#' walls if I want to continue viewing monsters as letters. Pity, as they just look really messy to me.
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Old May 30, 2011, 10:42   #16
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In the nightlies the default is walls as solid blocks and monsters as letters.
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Old May 30, 2011, 12:46   #17
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You say you are using 3.2?

Then try this:

Load a character
~ to go to knowledge menus
e for feature knowledge
go down to walls, then hit right to pick granite
v to edit the visuals for it
hit left till you reach a solid block character
enter to set it
esc out till you are back in the game
= to go into the options (this will refresh the screen)
esc to back out to the game

now you can see what it looks like.

to make it permanent
= to go into the options
v to go into the visuals
d to dump features
Save it to <chacter>.prf to have it autoload for that character

------------------

Plan B:

Add something like

Code:
# Terrain: magma vein
F:50:0x02:0x02
# Terrain: quartz vein
F:51:0x02:0x02
# Terrain: granite wall
F:56:0x01:0x02
# Terrain: permanent wall
F:60:0x07:0x02
to \lib\user\<playername>.prf or equivalent

---------------------------------

Don't try editing the feature visuals ingame with the nightlies before or including rd39a356436, things are kinda broken there at the moment...

But here is a sample of what you might want for your .prf file
Code:
# Terrain: granite wall
F:56:bright:1:127
F:56:lit:1:127
F:56:dark:1:127
# Terrain: permanent wall
F:60:bright:27:127
F:60:lit:27:127
F:60:dark:27:127
# Terrain: magma vein
F:34:bright:2:127
F:34:lit:2:127
F:34:dark:2:127
# Terrain: quartz vein
F:35:bright:9:127
F:35:lit:9:127
F:35:dark:9:127
You can use the visual editor to find character/colour combos (the last two numbers on each line here), but you will only be able to edit 'lit' features and saving will create a corrupted pref file that will have weird settings when reloaded

Last edited by kaypy; May 30, 2011 at 12:59.
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Old June 4, 2011, 06:52   #18
Goldbug
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Thanks a lot kaypy, that's done the trick.

I really appreciate the time you took to type the step-by-step instructions (my problem was that I hadn't realised I could hit left to get to the solid option).

Happy hunting.
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Old June 8, 2011, 15:04   #19
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Quote:
Originally Posted by kaypy View Post

But here is a sample of what you might want for your .prf file
Code:
# Terrain: granite wall
F:56:bright:1:127
F:56:lit:1:127
F:56:dark:1:127
# Terrain: permanent wall
F:60:bright:27:127
F:60:lit:27:127
F:60:dark:27:127
# Terrain: magma vein
F:34:bright:2:127
F:34:lit:2:127
F:34:dark:2:127
# Terrain: quartz vein
F:35:bright:9:127
F:35:lit:9:127
F:35:dark:9:127
Adding that got me a "not a number" error message on first line, so it ignored all of it.

Is there a way to add these so it loads as default for every char? (don't want to re-add it when starting a new char)
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Old June 8, 2011, 19:25   #20
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Quote:
Originally Posted by Raggy View Post
Is there a way to add these so it loads as default for every char? (don't want to re-add it when starting a new char)
The global pref file is user.prf. However, the distribution ships with this pref file and stores it in the lib/pref directory (assuming you are running under Windows). You will want to add these changes to this file, since the game will find this file before pref files located alongside your character's files.
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