Dumb questions thread

Have a really dumb question? Ask it here to get help from the experts (or those with too much time on their hands)

Moderator: Moderator

Locked
Message
Author
grimwerk
Cornac
Posts: 41
Joined: Tue Feb 01, 2011 10:28 pm

Re: Dumb questions thread

#136 Post by grimwerk »

yufra wrote:It looks like it is "magical".
Thank you. You've saved me from myself twice already.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Dumb questions thread

#137 Post by edge2054 »

yufra wrote:
Canderel wrote:
edge2054 wrote:Nope. But it won't decay either.
Are you sure? I was under the impression that most artifacts can regenerate (or is that only if you picked them up?)
I am not 100% positive on this, but here it goes: if an artifact is generated on the floor of a dungeon it is "checked out" of the game. The artifact can be "checked back in" and made available for later generation by either selling it to a store or having it decay. The problem is that items/NPCs only decay from a level when you ENTER the level again after a period of time. If I am right, this should probably be changed.
Sorry I didn't get back to this thread. I don't check it often.

Darkgod said in IRC that artifacts on the ground do not decay. Artifacts carried by monsters will decay as will artifacts in stores.

Basically artifacts use the same fail safe quest items use. Once it's dropped it's there and if it generates randomly on a dungeon floor or in a vault then it's going to be there for the rest of the game.

Maybe we'll get a seer of some sort that can locate lost artifacts for us at some point.

Caal
Low Yeek
Posts: 8
Joined: Sun Jan 30, 2011 1:23 pm

Re: Dumb questions thread

#138 Post by Caal »

Can characters be carried forward from one beta version to another? If so, how?

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Dumb questions thread

#139 Post by Grey »

Nope, each beta is distinct and characters cannot be carried over.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Dumb questions thread

#140 Post by Final Master »

Has anyone played the older betas after new ones have been released - such as now that we have beta20b - anyone playing beta 3/7/12/15b ect?
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Dumb questions thread

#141 Post by Predawn »

Final Master wrote:Has anyone played the older betas after new ones have been released - such as now that we have beta20b - anyone playing beta 3/7/12/15b ect?
Yes, I have several characters alive and kicking from previous betas, including my beta 18 L49 Skelly Archer who is about to swim in treacle. ^H^H^H^H^H^H^H^H^H^H^H enter High Peak.:wink: :wink:

I have 2 from 12b, 2 from 13, and 2 from 15b.
They get played as and when I want to further their characters with the differing play styles: potions & scrolls instead of runes and infusions etc.
Others just have not died yet :lol: eg. Archmage Winner on 12b who has more armour and defence than any other char I have played, and an Infinite dungeon beserker on ~level 22, but that one is getting more risky now, and will probably end up as YASD :(


Predawn
Predawn

Goblinz
Module Developer
Posts: 163
Joined: Tue Dec 14, 2010 3:23 am
Location: Where I need to be

Re: Dumb questions thread

#142 Post by Goblinz »

What do Corrupters use will power for? all of there talents scale off of magic and does not seem to increase Vim supply?
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

erdraug
Wayist
Posts: 20
Joined: Tue Jan 25, 2011 6:45 pm

Re: Dumb questions thread

#143 Post by erdraug »

Scale Mail of Kroltar can be used to activate Inferno costing 50 power out of X/80.

When i try to use it when X is anything but 80 the ability fails.

Is this a feature or a bug?

erdraug
Wayist
Posts: 20
Joined: Tue Jan 25, 2011 6:45 pm

Re: Dumb questions thread

#144 Post by erdraug »

Another "feature or bug" question :

Some demons cast Darkness. When i use illuminate to counter it nothing happens. Does that mean that the demon has higher spellpower than my archmage so their spell wins? Or does the Darkness spell always prevail? Shouldn't at least the two cancel each other out? Or maybe have the most recent spell overrride the previous one?

PS: shouldn't the darkness spell cause blindness the same way the illuminate spell does?

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Dumb questions thread

#145 Post by greycat »

There is only one way to undo magical darkness in this game. It's an artifact with an activation.

Kjoery
Posts: 4
Joined: Tue Feb 22, 2011 5:37 am

Re: Dumb questions thread

#146 Post by Kjoery »

Image

I can't find the stairs down ;_;

e: found them, herp derp

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Dumb questions thread

#147 Post by greycat »

By the way, you can remove a hotkey from the list by right-clicking on it. (Or, of course, by assigning something else to that key.)

pallstaff
Posts: 1
Joined: Tue Feb 22, 2011 4:24 pm

Re: Dumb questions thread

#148 Post by pallstaff »

hi. i'm new to the game. i've finished trollmire(5) and killed bill the troll. I can't seem to find the entrance to the Ruins of Kor'pul. Is it supposed to be after trollmire(5)?

EDIT: Found it. Didn't see the starting point of the game as an exit to world map. :(

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Dumb questions thread

#149 Post by Grey »

The rod that Bill drops also pulls you to to the map straight away without having to walk through the whole dungeon again.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

karac
Low Yeek
Posts: 5
Joined: Thu Feb 17, 2011 5:04 pm

Re: Dumb questions thread

#150 Post by karac »

Is there an option to keep the map centered on your @ as in the older versions of TOME? It really helped to be able to see the mobs that would otherwise still be off-screen.

Also, is there a command to rest for a certain number of turns?

Locked