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#11 |
Knight
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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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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#12 | ||
Adept
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
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Some more info from the wiki:
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A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2) A Mx H- D c-- f- PV+ s- d P++ M+ C- S-- I So B++ ac GHB- SQ+ RQ++ V+ |
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#13 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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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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#14 | |
Adept
Join Date: Apr 2011
Posts: 111
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Quote:
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#15 |
Scout
Join Date: May 2011
Posts: 25
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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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#16 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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In the nightlies the default is walls as solid blocks and monsters as letters.
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#17 |
Swordsman
Join Date: May 2009
Posts: 294
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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 --------------------------------- 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 Last edited by kaypy; May 30, 2011 at 12:59. |
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#18 |
Scout
Join Date: May 2011
Posts: 25
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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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#19 | |
Apprentice
Join Date: May 2011
Posts: 85
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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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#20 |
Swordsman
Join Date: Jun 2010
Posts: 324
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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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