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Posted by vasiliy, Mar 8 at 4:22 pm
when i'm trying to access the wiki, "403 Forbidden" is returned.
Posted by vasiliy, Mar 8 at 6:17 am
chaostrom wrote
Hmm, perhaps a healer or librarian could tell you? Someone with actual knowledge.
yeah, that's what i was thinking. now i need another flavour text, because if scholar will repeat the same descrption, the player will prolly think that it's just for atmosphere.

chaostrom wrote
By the way the sticky notes on boxes is a fabulous idea.
i just found myself trying to remember which one of those 3 boxes is for potions… of course, open without taking anything doesn't spend time, but i want to teleport that Guugzamesh fast! and i don't know why i was looking for a potion box.
Posted by vasiliy, Mar 7 at 11:32 pm
it is now possible to add notes to inventory items. notes will remain if you drop and then pick up the item (imagine a little magic sticker .

it is useful when you have, for example, several chests/strongboxes, and want to use one for scrolls, another for potions, etc. instead of remembering which one is for what, just name it!

bone files will not retain notes.
Posted by vasiliy, Mar 7 at 10:06 pm
oops. wrong forum. sorry. move it to "bugs", please.
Posted by vasiliy, Mar 7 at 7:54 pm
first, `(Midas && IsOnGround())` is excessive. underground shops are not special! i.e. `IsOnGround()` should be removed.

and second: `Midas->SetMoney(Midas->GetMoney() + Price);` is not guarded with `if (Midas)`. it should be: `if (Midas) Midas->EditMoney(Price);`. otherwise alchemy wand broken by mine trap explosion, for example, will cause a segfault.
Posted by vasiliy, Mar 7 at 2:12 pm
it is now possible to buy a strong-box from a smith. because why not? it's a useful item, and i see no reason to not give it to the player. it costs 300gp (normal strong-box costs 250gp), i think it's a fair price.
Posted by vasiliy, Mar 7 at 1:33 pm
so, i made polymorph ring block int-dependent (int >= 14). teleport ring is allowed for everyone, let's have some fun!
Posted by vasiliy, Mar 7 at 8:11 am
i think that new player will simply put the ring on, and see. also, there are mushrooms in UT, even magic mushrooms sometimes. and even rare spawn of chameleon, so the player will learn about various magic effects quite quickly.

i blocked them due to balancing, not because i wanted monsters to be smarter. those rings are not rare spawn — i mean, i can find them even on UT. not each time, but… it seemed to me that the game get to unfair territory without that block.

but yeah, it's hard to tell if it really is, or if it's just a series of bad runs. maybe make it int-dependent? the finder AI currently cannot include randomness, but any stable checks are ok. i'd like to enable picking those rings up too, the block looks like "gum solution", yes.

p.s.: what we REALLY need to telegraph better is the effect of worm ring. the description gives a hint, but most descriptions are just a fluff text, so the player will quickly learn to ignore them. maybe some kind of "inspect" command, which will allow intelligent player to learn about artifact properties? it's not like "identify", the artifact is fully usable without it; just informational. or wizards (or librarians?) may tell you about artifacts if you'll show them items. but i don't know yet how to make it work nice, without stupid raw stats and flags dumping. this needs some flavor text too, i guess.
Posted by vasiliy, Mar 7 at 1:23 am
i always find it boring to choose if i want to take or to put something. so i removed the prompt; now you can use Tab to switch between "take" and "put" UI for containers. initially i wanted to implement two-sided list, but i am too lazy to write new list widget. yet i think that it is still better than that stupid prompt.
Posted by vasiliy, Mar 6 at 10:02 pm
Yancakes wrote
Could include a gelatinous cube enemy.
NetHack I Smell!