Page 1 of 1

DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Saturday, 17th September 2016, 18:42
by tedric
Trying out a new format and silly title for PSAs about Trunk updates. You're welcome, Crawlers. :ugeek:

-----
A highly-anticipated fix for some ridiculous auto-targeting behavior has finally hit Trunk (at least on some servers; I only checked CBRO).

Add:
  Code:
simple_targeting = true
to your rcfile to vastly reduce your cognitive load (and, probably, keypresses [e: nope, actually it's kind of worse than the autotargeter because it doesn't remember the non-enemy tile you last targeted]) when targeting explosive/bouncing bolts.

(Commit link: https://github.com/crawl/crawl/commit/8 ... 2b97083301)

-----
Also in Trunk, monsters now show the average HP for their type (not the exact randomized max HP for that individual enemy) when examined with xv.
(Commit link: https://github.com/crawl/crawl/commit/7 ... e10edfc391)

-----
An "acid" brand has technically been enabled for weapons, though it's not (yet?) part of regular item generation and cannot (yet?) be applied with a scroll of branding. The unrandart greatsling Punk has been switched to use this brand instead of freezing; it gains rCorr and has its enchantment dropped to +3 (from +7).
(Commit links: https://github.com/crawl/crawl/commit/c ... a72046b61a, https://github.com/crawl/crawl/commit/b ... 55d19b6445)

-----
Finally, don't be surprised to see new tiles showing up soon for a few demons (notably efreets, which are improved, and executioners, which are worsened), a few undead, most trolls, a few animals, plain humans (hooray for skin-tone diversity!) and Donald. [e: also spriggans]

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Saturday, 17th September 2016, 19:56
by Shard1697
Executioner tiles are much better now, though.

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Saturday, 17th September 2016, 22:28
by ahappydouche
First they took my sun demons, now they kicked my ru, I don't think I can continue on.

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Saturday, 17th September 2016, 22:37
by gammafunk
tedric wrote:An "acid" brand has technically been enabled for weapons, though it's not (yet?) part of regular item generation and cannot (yet?) be applied with a scroll of branding.

That brand is only for the Punk unrand, and don't expect to see it as part of normal item generation or brand weapon any time soon, given how little monster resistance to acid there is.

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Monday, 19th September 2016, 05:20
by tedric
Shard1697 wrote:Executioner tiles are much better now, though.

The old one was very clearly a scary face surrounded by a halo of scythe blades. The new one is an incoherent blob. Please explain.

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Monday, 19th September 2016, 12:40
by Shard1697
the old one had a lame looking face and the new one is a bunch of scythes with red eyes in the middle

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Monday, 19th September 2016, 15:32
by tedric
that's just like, your opinion, man

Re: DCSS TrunkWatch™: UI improvents, acid brand, new tiles

PostPosted: Thursday, 22nd September 2016, 18:44
by Midn8
I also prefered the old tile.