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Nephil Thief

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About Nephil Thief

  • Birthday 01/13/1989

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  • Jabber
    janakitty@blabber.im

Profile Information

  • Gender
    Fake geek girl
  • Location
    Bahstahn
  • Favorite Games
    Blades of Exile, Angband variants, TOME 4, Bloodlines, Morrowind... basically lots of aging cult classics
  • Interests
    cats, industrial music, RustLang, Linux/Android/PostmarketOS, resuscitating old gadgets, scaring men

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Garrulous Glaahk

Garrulous Glaahk (8/17)

  1. Oooohhhh that makes more sense.
  2. when I learned that "khazi" is a UK slang term for an outhouse. The more you know...
  3. @Celtic Minstrelthanks. Guess the "worse" part was down to the RNG then. But yes, I noticed this in AtG so the item was probably unaltered.
  4. Another one in Classic BoE: Amber Periapt and other Poison Protection items make poisoning worse, not better, if worn by characters with the Hardy Constitution trait. Seems like maybe another "reading out of bounds on a table" type of deal.
  5. Sanctuary is actually more powerful than I realized too, because it won't dissipate if you cast buff spells, and there seems to be some kind of check for visibility to spellcasters too (though hard to tell on that). You can Sanctuary -> bless/haste -> rush spellcasters at medium levels.
  6. This might be an unpopular opinion but I'm finding summon and charm spells also underrated. Summon: if they're attacking your summons they're not attacking you. Also free debuff spells from e.g. Demon can be handy against mobs, though by the time you get Demon anything more powerful is going to resist them. Charm: nasty stuff, but charming enemy spellcasters at low levels is *powerful*.
  7. Currently The Etched City by KJ Bishop, because I miss New Weird. Not sure what to think so far. I like the protagonist though. @googoogjoob those two Le Guin collections were childhood staples for me TBH. "Diary of a Rose" probably still informs my political outlook.
  8. FYI a Windows XP VM works great for the legacy version IME, as does Wine if you're using Linux or MacOS. If you're on Windows and don't want to buy WinXP on eBay (or download it from archive.org), a Linux VM with Wine may work just as well, though that's a rather convoluted setup to run a 4 MB game.
  9. @osnola For Weilim: if you're going to assassinate someone, it's best done at night. You'll also want a back route AND your target's keys. Search the town records for a backup key during the day; then wait until night, and look for moldy or cracked walls on the north side of town. For the stronghold cell: if you talked with the home security wizard in Schernbuck (sp?), you might remember that he was experimenting with a species of gecko with highly acidic guts. The geckos outside your cell are the same kind. Drop some food to coax them through the bars, kill the poor critters, and apply their insides to the cell bars. Good luck, have fun, and enjoy the surprisingly relevant political themes!
  10. Sorry I disappeared, Real Life has been a horror show. Fortunately I'm starting a new job soon, and so will have less constant worry about money (though also less free time). Anyway. Another one that really bothers me is melee weapon damage scaling with strength, but thrown and archery damage not scaling with anything. Obvious fix is to have those scale with Dexterity the same way melee scales with Strength. However I think I'd prefer Dexterity just affecting hit chance, and Archery and Throwing affecting damage, for balance reasons. Also Archery should add the bonus on the launcher to damage, not just to hit chance (currently IDK if launcher bonuses even do anything). Edit: oh, I already mentioned this one above. But yeah, will try to implement this... at some point... I guess 😐
  11. Huh. Maybe the GCC warning was spurious. Edit: you're right, it's not the case in C so uh... weird. And I should have remembered that, TBH. Edit 2: the warning was about that particular expression, I think. In any case it's not what I'd call good code style.
  12. Implementing -Wall -Werror across the board, I found some interesting breakage in the monster casting code, in boe.combat.cpp: if ((caster->m_d.health * 4 < caster->m_d.m_health) && (get_ran(1, 0, 10) < 9)) spell = emer_spells[level][3]; else if ((caster->m_d.status[STATUS_HASTE_SLOW] < 0) && (get_ran(1, 0, 10) < 7) && (emer_spells[level][0] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1, 0, 10) < 7) && (emer_spells[level][1] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][1]; else if ((target_levels > 50 < 0) && (get_ran(1, 0, 10) < 7) && // <- This does not do what it looks like! (emer_spells[level][2] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][2]; else { r1 = get_ran(1, 0, 9); spell = caster_array[level][r1]; } that logic on the commented line will never be invoked, because comparing a boolean expression with an integer is always false.
  13. @Salt Monolith IME this isn't the case. One piece of 1 or 2 encumbrance armor is okay; two or more piece of armor with 1 or more encumbrance, and you'll start seeing cast failures. IIRC this was confirmed in one of the munchkin skill breakdown threads a while back.
  14. @The Almighty Doer of Stuff Mm yes, thanks for reminding me about those. Re dumbfound, it actually does work, the problem is it wears off really fast - monsters lose one level of dumbfounding every 4 party turns. Since dumbfounding never wears off on its own for PCs, and magic immune monsters always resist anyway (and magic resistant ones have a chance of resisting), I don't feel too bad about doubling that... at least, once I figure out why my mingw-w64 build of CBoE is unpredictably crashing. Edit: okay that last is an optimization issue. Works with -O0, crashes with any other optimization level. Predictable I guess given the archaic code. Edit: ah, another issue with dumbfounding! It seems unable to actually reduce monster spellcasting level to zero.
  15. Thanks, y'all. @Salt Monolith, noted re bless. I won't touch that in my CBoE fork. @The Almighty Doer of Stuff, yeah, I want to have an explicit fork that changes gameplay and balance a bunch. Legacy compatibility is obviously a priority, but I'm okay breaking that within limits.
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