When using potions you had weapons disappear ?
Weird .. but a bug I fixed yesterday could be a possible cause, I'll keep an eye open.
(When this happen please send me the log it could have some info)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
[LOG] Rogue fails to disarm a trap (sliding rock).
Lua Error: /mod/class/Trap.lua:71: attempt to index local 'who' (a nil value)
At [C]:-1
At /mod/class/Trap.lua:71 canTrigger
At /engine/Trap.lua:102 trigger
At /engine/Trap.lua:121 check
At /engine/Map.lua:376 checkAllEntities
At /engine/Actor.lua:83 move
At /mod/class/Actor.lua:175 move
At /mod/class/Player.lua:85 moveDir
At /mod/class/Game.lua:419 ?
At /engine/KeyBind.lua:171
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
also, you may want to tie the additional damage from weapons to the weapon rather than to the pc... as I have one icy steel dagger, but both weapons end up doing 15 additional cold damage.
oh, and death options should be fixed too, to incorporate the character dump as well, as that is in now.
hmmm, and could you make it so that id does not show already id'd things? (that is only show things that you need to id, rather than show everything)
Shoob wrote:hmmm, and could you make it so that id does not show already id'd things? (that is only show things that you need to id, rather than show everything)
When in a shop, long descriptions for items in the left-hand pane (so items for sale by the shopkeeper) overlap the right hand pane (so your items) making it hard to see your items.
This also applies to the description pane at the bottom, so when the shop has a lot of items on display, the bottom pane hides the lowest items...
So I found out my see through terrain bug, it is due to running...
I ran from right to left (below). the first time there was an ant where the sword is, but I could see him after I stopped running... however I didnt stop running till after he was out of my LoS. Even though this rft is better than previous ones with respect to running, it still makes you move 1-2 squares after you see an opponent if you go around a corner (I am not sure why I didnt stop here.)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
and another thing about running (using the above screenshot)... if you run left from where I am now, you will stop after one turn and the running message (the you are running one, not the stopping one) appears and you have to move/click to get rid of it. only one turn elapses during that though, not multiple turns for the running message.
oh and make going up/down stairs cost 1 turn as well right now you can cast sense, go up and down stairs and still have it going.
I am now about to descend into that stinking hellhole the Sandworm Hole! I am 16th Level.
I have picked up a Ring of Elemental Fury and of course the Helm of Hammerhand.
General Comments:
What has made this work is the fact that dungeons in this release regenerate. Starting an Archer is very easy and you very quickly climb to 7th level. But from there on things get tough as NPCs attack. With regenerating dungeons, experience progression is much smoother and easier!
The ring of elemental fury will not help your archer much I think
Shoob: if I mkae staris cost 1 turn then monsters will get the first move which could spell doom.
PS: I was sure people would *LOVE* the sandworm lair ! :>
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Could yes, but I'd like to classify it as "clever use of game mechanisms"
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning