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Post by Variaz on Sept 29, 2008 23:18:20 GMT -5
Is the old poison bug fixed for sure? I ask because Im sitting here wearing down a poisoning that has lasted well over 5k turns, with no end in sight. Yes, I've experienced this too. I though it was because I had taken many poison attacks, but perhaps there is indeed a bug. I'll have to check the code. EDIT: Hmm, that could be it perhaps? The more damages you take, the more poisoned you become. Ouch... later on, this gets really deadly... Then again, without this, poison is pretty much harmless past level 1... Not sure what to do...
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Post by Gando on Sept 29, 2008 23:46:44 GMT -5
Id set it so poison had levels of severity according to the monster.
very Low severity = lasts for 10-50 turns f low = 51-100 turns low medium = 101-200 turns medium =201-500 turns strong = 501-1000 turns very strong 1001-5000 turns insanely strong 5001-50k. Deadly = never heals until you cure it with a potion or spell.
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Post by Gando on Sept 30, 2008 18:44:03 GMT -5
the Kensai's ability Lightning Strike is supposed to increase in range every 10 levels but it doesnt.
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Post by sekira on Sept 30, 2008 22:14:47 GMT -5
the Kensai's ability Lightning Strike is supposed to increase in range every 10 levels but it doesnt. I found the error in lib\script\abilities.lua go to line 2035 look around there for this line of code: rad = 2 + (p_ptr.abilities[(CLASS_KENSAI * 10) + 4] / 10)change that 4 to a 5 rad = 2 + (p_ptr.abilities[(CLASS_KENSAI * 10) + 5] / 10)
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Post by Variaz on Sept 30, 2008 22:19:14 GMT -5
the Kensai's ability Lightning Strike is supposed to increase in range every 10 levels but it doesnt. I found the error in lib\script\abilities.lua go to line 2035 look around there for this line of code: rad = 2 + (p_ptr.abilities[(CLASS_KENSAI * 10) + 4] / 10)change that 4 to a 5 rad = 2 + (p_ptr.abilities[(CLASS_KENSAI * 10) + 5] / 10)Done. Thanks for looking at it.
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Post by Gando on Oct 1, 2008 22:34:12 GMT -5
Ok remember when the nightmares first came out I said some of the licialhyds didnt make items? I have encountered the same problem again. I found a Violet Nightmare on one level...killed it and got its Licialhyd, then I went deeper and found a dungeon full of different nightmares...though I discovered this mainly by use of teleport spells. I ended up with a phantom of misery Licialhyd and another violet nightmare one. Back in town out of curiousity before I dropped them I enchanted some random nonmagic items and found that two worked as advertised (pressed X, was prompted for which one, selected the one I wanted and then was prompted for an item.) the third one however did nothing. So its a dud I guess. Im not too keen on fighting these things so I probably wont be keeping the nifty cloak I made but Im going to give it a trial run...if the things swarm me Im going to teleport away and dump the thing.
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Post by Gando on Oct 1, 2008 22:45:45 GMT -5
Another thing about the nightmares...some of them reflect physical attacks...this should be noted on the monster's stats like a real boss would have.
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Post by Variaz on Oct 1, 2008 23:18:44 GMT -5
The fact that it wasn't noted was the whole point of that monster! It doesn't use the standard boss ability, but rather one of the block/returning counters, which is actually more powerful because not only is it not noted, but it returns 100% damages instead of 50. I'm happy that you fell in the trap. ;D *evil laugh*. You never know what you're up against when facing the Nightmare Horrors! Though I've personally never had problems with their Licialhyds... It worked all the times I tried...
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Post by Gando on Oct 1, 2008 23:28:24 GMT -5
I believe this bug might have to do with where in the item menu it is. I noticed that the higher up alphabetically nightmares worked just fine but the first one in a) does not. I proved this by unequipping a crystal I had equipped and now the nightmare works as per normal in slot b)
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Post by Gando on Oct 1, 2008 23:30:10 GMT -5
Well then tragically for you I was able to avoid dying from the trap...but it seems rather mean to leave it unnoted...that by itself makes the whole Nightmare/equip thing useless...wearing them is a virtual death sentence. Once a player cons to that they will not even bother with them.
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Post by Variaz on Oct 2, 2008 0:03:39 GMT -5
Well, reds aren't meant to have an inventory full of them either. Used wisely, they can give you quite an advantage. Remember they have no side effects in quests, so they are quite good for defeating quest uniques and stuff. Also, they may be a death sentence early on, but they are quite good once the player becomes powerful enough to beat them. By level 25-30, you can most certainly handle the misfortune 1 to 19. 20-39 will surprise you with that monster, but once you know about it, it's easy to work around it. You just have to use them wisely, and not equip a full inventory of reds at once. At level 30 with a good build and properly leveled items, you can handle misfortune 69. And a red with misfortune 69 is VERY good. Make it levelable for incredible power. It may be difficult to survive 70+ at the moment, but hey, the second chapter has only started. Besides, this particular trap has been done before. Remember the Mirror Ball? They surprised a few the first time, but once you know, you can work around it.
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Post by Gando on Oct 2, 2008 0:39:58 GMT -5
The mirror ball was predictable. And known sort of if youd played Angband before (there are varients with similar monsters.) The only time I have had more than one red in my inventory was after I killed 3-4 nightmares in a row. They do not give experience, and they make getting through to goals much harder and then they have hidden things which can kill you...once I avoided dying by a hair because the last lifeblast 35% fizzled. 3xlifeblast35% = death to all players no matter how well they play if they fail the resistance...evil isnt sufficient. I have trouble believing level 30s can take anywhere near misfortune 69...My Kensai is level 28 and is barely able to kill the Phantoms and only by luck. 3 lives is alot to go through particularly at 1mil or so hp per.
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Post by Gando on Oct 3, 2008 1:16:05 GMT -5
When I first found this I was thinking "Yeah!" but Im pretty sure its a bug sadly. If you add a unique/questor soul to a crafted item (nonenchanted) you get the full enchantment points you would have gotten otherwise...also the Item starts at level 0 which makes up for this a tiny bit but not much. (You need 1 extra kill).
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Post by Variaz on Oct 3, 2008 6:25:53 GMT -5
Bug indeed. Plus, the level 0 thing probably does so for non-crafted items as well.
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Post by Gando on Oct 3, 2008 21:37:25 GMT -5
Invisibility does not seem to work. I assume it is because you based it on stealth skill? Or is it because all dungeon monsters have Telepathy?
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