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Post by Gando on Jul 28, 2009 11:47:11 GMT -5
on a normal level of a random dungeon. No vaults. Haven't seen a vault yet with this character and almost none with any.
What I meant about reds not being around till level 40 is the monsters. The red ITEMs are hardly worth the effort to pick up considering the danger involved. And it is an interesting phenomenon of a lot of unbalanced things in games. When you are strong enough to be able to handle the consequences the value of the items are no longer a factor or even tempting. Red items valuing around 5-10k tend to bring monsters that will instakill you. That seems like a completely bad idea. And WHY name something a level 10 monster when it is clearly a level 40 in disguise? Just a trick to upset the newbs? Because that seems rather unfair. Proper labeling saves everyone a headache.
Anyway I know now (again) that the reds must be shunned at all costs. I suspect even at level 40-50 they will be too dangerous to pick up and completely not worth the space in the limited backpack.
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Post by Variaz on Jul 28, 2009 12:02:34 GMT -5
The only way it could happen is if you picked up a red, then dropped it. There is technically a tiny chance it COULD spawn a Nightmare, if a monster spawned at the same time you picked up the item. The chance is very low, but not inexistant.
The Vengeful Orcs and Nightmare Scouts are definitely mere level 10s compared to higher level Nightmares. ;D Not being able to get any informations on them(you don't see their hp, lives, and they're immune to Scan Monster) is also part of the difficulty. BTW, their depth levels are actually higher than their Nightmare Rank. The Nightmare Rank is a separate rank for ranking the nightmares compared to other ones. Vengeful Orc and Nightmare Scouts, as annoying as they are, are easy compared to the rest.
That said, even a misfortune 19 red item(the limit before Violet Nightmares and Phantoms starts appearing) is significantly better than a purple or a blue. An inventory full of reds is not recommended, of course. But having one or two can be of help. Having telepathy helps a lot too(it's actually quite mandatory) in avoiding Nightmares.
But if you think they are too dangerous, there is no penalities in not using them if you don't like them.
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Post by Gando on Jul 28, 2009 12:12:08 GMT -5
significantly? Not in my experience at all. For one thing random items generally don't fit one's needs so they often count only as sellables. If there is an item that does fit your needs you have to measure whether it helps more than a levelable which so far I haven't seen. I remember past versions where I had characters going toe to toe with the mid ranger Nightmares but I am going for moderate classes like Warrior/Defender instead of Monk/Kensai etc.
Re: Telepathy, like resist blind/fear/conf and identify books it is a necessity for playing anywhere below level 10.
Yes I had 2 items...saw the Orc way off and dropped my items. I didn't expect to be 2 hit though.
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Post by Gando on Jul 28, 2009 14:57:33 GMT -5
Really not a fan of Enemies summoning "friendly" creatures whom I kill by accident while sweeping the enemies away. Very uncool. Lost 5 alignment (from +2 to -3) just from 30 seconds of such mischief. If I wanted pets Id summon them myself. Same for allies.
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Post by Gando on Jul 28, 2009 15:42:49 GMT -5
Something else that needs fixing. Items that have too many things in the name do not show all of their stats. And you don't see them with the "I" command either. Brands disappear and any tweak points you might have are obscured.
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Post by Gando on Jul 29, 2009 9:16:30 GMT -5
Scroll of Item Leveling ignores instruments when looking for a target. :/
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Aug 4, 2009 18:46:02 GMT -5
Damages from the physical returning elite skill invokes the Kensai's Iajutsu ability, thereby negating the returning damage (assuming the strike kills the enemy).
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Post by Gando on Aug 7, 2009 12:07:03 GMT -5
Just appeared in Jindor after killing Quazar in the middle of a perm rock building. Not cool.
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Post by sekira on Aug 7, 2009 12:38:04 GMT -5
Hey, I've been dabbling with Portralis again after a somewhat lengthy break. I made a kobold crossbow master, who uses 2 light crossbows and piercing shots (using returning bolts means I never have to reload, whee), but when I put on a ring of extra shot, nothing happened to my number of shots... neither in practice (still just get the 2 shots, one from each crossbow) or in the character screen (still shows 1 shot)
After looking at the code in passive.lua a bit, I believe it is something inside the check_equipment() function that is not checking every piece of eq for extra shots? maybe it just checks your weapons? I could be wrong about that, it is just a guess.
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Post by Gando on Aug 7, 2009 14:12:30 GMT -5
wb Sekira.
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Post by Gando on Aug 9, 2009 22:02:25 GMT -5
So...the Licialhyds are supposedly able to drop but the first one Ive found (not on a Nightmare) was at depth 43 when the Licialhyd was marked as a depth 1 item. I am thinking there might be a bug here somewhere.
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Post by Gando on Aug 9, 2009 22:18:36 GMT -5
I just found a staff of Remove Curse. I assume this is useless and needs to be deleted from the game. A couple other useless drops from low depths (40+): Players Head. Players Body.
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Post by Gando on Aug 11, 2009 2:06:38 GMT -5
Just had the program freeze again, unable to resolve a series of ---more-- messages. These things really need to be dealt with.
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Post by Variaz on Aug 11, 2009 17:43:31 GMT -5
I just found a staff of Remove Curse. I assume this is useless and needs to be deleted from the game. A couple other useless drops from low depths (40+): Players Head. Players Body. Well, since depth 40+ is where players starts dying a lot, this is only natural, don't you think? Anyway, this kind of things are random, and it's possible to get low level items on deep dungeon levels. Guess the RNG just wasn't nice this time. Licialhyds, I believe, needs more instances of them defined in the k_info, because it generally looks for objects proportional to the dungeon level you're exploring(of course, you can get low drops, as you can see). But more instances of Licialhyds should probably be defined in k_info to allow them to appear at more diverse levels. Hey, I've been dabbling with Portralis again after a somewhat lengthy break. I made a kobold crossbow master, who uses 2 light crossbows and piercing shots (using returning bolts means I never have to reload, whee), but when I put on a ring of extra shot, nothing happened to my number of shots... neither in practice (still just get the 2 shots, one from each crossbow) or in the character screen (still shows 1 shot) After looking at the code in passive.lua a bit, I believe it is something inside the check_equipment() function that is not checking every piece of eq for extra shots? maybe it just checks your weapons? I could be wrong about that, it is just a guess. Is this with Piercing Shots? If so, how many points did you place in it? To enable extra shots to work with ranged abilities, you need to place a couple points in them. The amount varies. Some are 3 points for 1 potential extra shot, some are 10 for 1... Check the abilities guide for the Marksman class.
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Post by Gando on Aug 11, 2009 22:04:32 GMT -5
I just found a staff of Remove Curse. I assume this is useless and needs to be deleted from the game. A couple other useless drops from low depths (40+): Players Head. Players Body. Well, since depth 40+ is where players starts dying a lot, this is only natural, don't you think? Anyway, this kind of things are random, and it's possible to get low level items on deep dungeon levels. Guess the RNG just wasn't nice this time. These aren't low level drops. They only appear at depth 40+.
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