Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Lair Larrikin
Posts: 19
Joined: Saturday, 1st January 2011, 06:49
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
DemonOfWrath wrote:And lastly: No matter how safe you feel, don't put heavy armour on in the open, as you get no chance to react to becomming a Hydra's breakfast.
Halls Hopper
Posts: 64
Joined: Monday, 4th April 2011, 16:54
Location: Santa Clara
XuaXua wrote:It is really inconsistent (read: crap) that spell memorization interrupts exist, but eating/armoring-interruptus does not. Maybe with a "So-and-so comes into view, continue eating/putting on armor? Y/N" prompt and again with "You are being attacked by a so-and-so; continue eating/putting on armor? Y/N".
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Katak wrote:XuaXua wrote:It is really inconsistent (read: crap) that spell memorization interrupts exist, but eating/armoring-interruptus does not. Maybe with a "So-and-so comes into view, continue eating/putting on armor? Y/N" prompt and again with "You are being attacked by a so-and-so; continue eating/putting on armor? Y/N".
There are too many annoying prompts as it is. I like the 'no interrupts' on eating, because your berserker needs to be satiated to berserk.
Tartarus Sorceror
Posts: 1850
Joined: Monday, 20th December 2010, 04:22
Location: Surabaya, Indonesia
I learned today that big rations take three turns to eat, regardless of your race or character speed.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
pratamawirya wrote:I learned today that big rations take three turns to eat, regardless of your race or character speed.
Sounds like a hint to some worthy addition to the game.
Halls Hopper
Posts: 72
Joined: Monday, 20th December 2010, 13:42
Grimm wrote:Speaking of the Abyss, a legendary deck of escape can put you there. Don't draw from such decks.
Mines Malingerer
Posts: 54
Joined: Saturday, 2nd April 2011, 21:07
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
galdon wrote:I have learned that the ghosts of my lost characters are like my old characters on steroids. I don't think I would ever have pulled off spam summoning 10 ice beasts in a row while playing o.o;
Blades Runner
Posts: 546
Joined: Monday, 20th December 2010, 14:25
Temple Termagant
Posts: 10
Joined: Wednesday, 30th March 2011, 20:13
Halls Hopper
Posts: 81
Joined: Tuesday, 5th April 2011, 16:17
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
shiweera wrote:This was my most annoying and stupid death in any roguelike. Ever.
Put this:
in your init.txt.
By default the game will warn you only when this happens while over water (Careful! ...) and force a "more" message. If you happen to be on a land square at just this moment - then not. You will miss the message and no matter how strong your character is you will drown horribly.
This might be considered a bug: You can be one turn from instantdeath and the game will not warn you at all. Iirc you get ample warnings when your hitpoints are low. I think you should get a warning every turn if you are over water/lava and levitate/fly is known to be running out.
Temple Termagant
Posts: 10
Joined: Wednesday, 30th March 2011, 20:13
galehar wrote:I changed this recently. The old behaviour was to force a more prompt whenever levitation was expiring, which was sometimes very annoying. And there was no prompt for form expiration. The new behaviour tries to be smarter. You get a prompt if it starts expiring when you're over deep water / lava, but also when you enter such cell while your effect is expiring. So the only way to die without a prompt would be to fly over deep water and then have your levitation immediately expires. In this case, you still have a chance to scramble free. Is that what happened to you?
A better way to fix this than going back to the always prompt behaviour, like you suggested, would be to ask the player for confirmation when he tries to enter deep water / lava while his lev / form is expiring.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
shiweera wrote:galehar wrote:I changed this recently. The old behaviour was to force a more prompt whenever levitation was expiring, which was sometimes very annoying. And there was no prompt for form expiration. The new behaviour tries to be smarter. You get a prompt if it starts expiring when you're over deep water / lava, but also when you enter such cell while your effect is expiring. So the only way to die without a prompt would be to fly over deep water and then have your levitation immediately expires. In this case, you still have a chance to scramble free. Is that what happened to you?
A better way to fix this than going back to the always prompt behaviour, like you suggested, would be to ask the player for confirmation when he tries to enter deep water / lava while his lev / form is expiring.
I thought I would always get at least a warning one turn before things expire. Maybe it happened to me that it immediately expired. I thought that I just missed the warning. The message backlog in the morgue file (which I do not have anymore unfortunately) did not go back very far - so no way to check. I played in the git version of a few weeks ago at most.
If flight/levitation can expire immediately then hovering over water for extended periods of time is fucking dangerous - didn't know that.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
jejorda2 wrote:What I've noticed is that if I'm auto-traveling, I get the more prompt, but that doesn't stop my movement. It seems like prompts should always stop auto-movement.
Temple Termagant
Posts: 10
Joined: Wednesday, 30th March 2011, 20:13
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Halls Hopper
Posts: 86
Joined: Friday, 1st April 2011, 23:44
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Halls Hopper
Posts: 71
Joined: Friday, 25th March 2011, 01:38
Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
The Mantis wrote:Don't walk around at Near Starving
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
ghend wrote:kiku's recieve corpses ability got horribly, horribly nerfed in the newest version. it is now useless.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Halls Hopper
Posts: 71
Joined: Friday, 25th March 2011, 01:38
njvack wrote:ghend wrote:kiku's recieve corpses ability got horribly, horribly nerfed in the newest version. it is now useless.
Really? Nerfed how? I was just gonna try a Ghoul of Kiku and was kinda counting on snacks...
Temple Termagant
Posts: 10
Joined: Wednesday, 30th March 2011, 20:13
galehar wrote:I've implemented the confirmation prompt. This should be safer. Let me know if you keep drowning without warning.
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
joellercoaster wrote:The 'spam it with imps thing' will deal with most problems in the Lair. This list does not include Rupert, who will get just injured enough to berserk, then chase you down and kill you dead.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
ghend wrote:njvack wrote:ghend wrote:kiku's recieve corpses ability got horribly, horribly nerfed in the newest version. it is now useless.
Really? Nerfed how? I was just gonna try a Ghoul of Kiku and was kinda counting on snacks...
Should still be alright for snacks. It summons up about 1-3 corpses of mediocre strength now, when before it was about 9 corpses and about 2-3 guranteed strong ones.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Crypt Cleanser
Posts: 718
Joined: Monday, 14th February 2011, 05:35
Sprinter wrote:Grimm wrote:Speaking of the Abyss, a legendary deck of escape can put you there. Don't draw from such decks.
To be more precise Damnation card will banish u to abyss but only if u dont have no monsters in sight.
Btw this card doesnt consider animated weapons as "monsters" so it will banish u instead
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Blades Runner
Posts: 575
Joined: Tuesday, 18th January 2011, 15:11
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
absolutego wrote:and sometimes a frost giant
Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Vestibule Violator
Posts: 1459
Joined: Sunday, 19th December 2010, 05:45
Location: New England
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Abyss Ambulator
Posts: 1196
Joined: Friday, 17th December 2010, 13:59
Location: Maryland, USA
Blades Runner
Posts: 546
Joined: Monday, 20th December 2010, 14:25
Halls Hopper
Posts: 71
Joined: Friday, 25th March 2011, 01:38
Lair Larrikin
Posts: 19
Joined: Saturday, 26th February 2011, 06:07
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Temple Termagant
Posts: 5
Joined: Saturday, 16th April 2011, 16:14
Return to Dungeon Crawling Advice
Users browsing this forum: No registered users and 74 guests