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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!
Posted by vasiliy, Mar 6 at 10:01 pm
Yancakes wrote
another brilliant qol addition honestly.
thank you!

Yancakes wrote
does it tell you what level of str. etc you need to be able to use a weapon without difficulty?
the original game only tells this to you in one case. as this one case is present, i presume that missing info for other cases is not an oversight, but done by design. i am basically not adding anything (well, except hit value, but i may remove it later) which the original game won't tell directly.

anyway, "somewhat difficult" is usually means "you need one more level", and other "rates" mean "do not use this!"
Posted by vasiliy, Mar 6 at 9:51 pm
new build!

(not so?) brief changelog:
* restored window icon.
* it is now possible to fully configure keybindins via .rc file.
* commands can have more than one keybinding, and it is allowed to use Alt and Ctrl in binds.
* restored screenshot feature (it is bindable command now).
* added visual attack indicator, and visual door action indicator.
* winning text records polymorphed form ("killed Petrus ... while polymorphed into mushroom").
* autokicking doors will ask for hostility action confirmation.
* most yes/no queries will show the actual question too, so you don't have to look into log window.
* implemented butchering with meat cleavers (WIP, should depend on cleaver type and such).
* fixed crash with nerf bat (basically, with any inventory item polymorphing).
* nerfed protection from siren songs a little.
* ported a lot of small improvements from vanilla.
* do not show broken items in "Apply" menu -- they are unusable anyway. (this should be revisited when/if we get usable broken items.)
* added two minimap modes -- normal and small. minimap works mostly like "Look", but you have to press "l" to actually look. F1 works too.
* it is possible to set marks on minimap.
* ectoplasm is a liquid now (and skeleton puppies drool ectoplasm).
* magpies, fruit bats and some other monsters with special attacks should not steal from invisible player.
* monswters will go for gear (and food) if they see it, and if they need it.
* two Petrus' wives will help you to slay Attnam if you will directly attack Petrus. (WIP)
* as we don't have "Hotness", made napalm and lava acidious instead. sorry.
* sell UI in shops will show the selling price for items.
* "Equipment broken!" message replaced with detailed description of what was broken.
* it is now possible to dump only some amount of the liquid from the container.