 |
|
 |
|
Next: Posting of last months usage statistics?
|
| Author |
Message |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 31) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>misc (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 32) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 33) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 34) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 35) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 36) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 37) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 38) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 39) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Sep 27, 2006 Posts: 56
|
(Msg. 40) Posted: Fri Nov 03, 2006 12:16 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
B0rsuk wrote:
// Instead of pressing x and having to hover the cursor over
// each monster, you'd just press a _KEY_ to toggle
// 'equipment view mode'. In this mode....
This is probably the most apt solution for presenting this information.
Using branding for everything under the sun just leads to clutter which
makes that feature less useful[1]... worse yet, if you want to stack
brands (so that friendly monsters wielding nasty equipment are reverse
and blinking) there's no guarantee that your term will support that.
It might even do something completely dreadful and mess up the
display[2]. And if it's not your term, it's probably someone elses...
and it's better if the game doesn't head into the territory where
people gain advantages for having a different term (that ultimately
leads to one of the things I hate about a large number of *bands...
they can't be played without colour because they have large areas of
passible terrain marked with the same character as the walls).
Anyways, getting back to the suggestion: the _KEY_ involved could, in
fact, be 'x'. Various extended examination modes could be be added,
quickly flipped through with CTRL keys, defaulting to a mode set in an
option. In fact, you could go so far as to not require going into
examine mode at all... replace branding entirely with various head's up
display vision modes that can be toggled regardless of which mode
you're in (which of course is much harder because command mode has many
CTRL keys already reserved... you'd pretty much need to do it with
cycling. You could still add some direct shortcuts for examine mode,
though).
Brent
[1] The same can be said of the coloured messages... there were
suggestions for non-colour markup flags soon after channels were added.
Things like SHOUT , * * * Stars * * *, and potentially even control
things like Prompt-to-Continue.
[2] Some of the worst behaviour I've seen in a term happened during an
early test of Gavin's patch with the draconian ninja (a monster
coloured BLACK... dangerous in itself as that's typically used to mark
monsters that must calculate their colour). The terminal was so smart
that it not only realised that it didn't have to print the 'd' (BLACK
on a BLACK background), but also when through the trouble of deleting
the character on that square... oddly enough, it did this by shifting
the rest of the line over. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Mar 23, 2006 Posts: 78
|
(Msg. 41) Posted: Fri Nov 03, 2006 8:30 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> I'm too lazy to FR this without giving you some time to save me the
> trouble. It'll make me all warm and fuzzy inside if you do.
Done.
Now how about you do my Polynomial Interpolation calculator program.
It's due tommorow. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Mar 23, 2006 Posts: 78
|
(Msg. 42) Posted: Fri Nov 03, 2006 8:30 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> I'm too lazy to FR this without giving you some time to save me the
> trouble. It'll make me all warm and fuzzy inside if you do.
Done.
Now how about you do my Polynomial Interpolation calculator program.
It's due tommorow. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Mar 23, 2006 Posts: 78
|
(Msg. 43) Posted: Fri Nov 03, 2006 8:30 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> I'm too lazy to FR this without giving you some time to save me the
> trouble. It'll make me all warm and fuzzy inside if you do.
Done.
Now how about you do my Polynomial Interpolation calculator program.
It's due tommorow. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Mar 23, 2006 Posts: 78
|
(Msg. 44) Posted: Fri Nov 03, 2006 8:30 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> I'm too lazy to FR this without giving you some time to save me the
> trouble. It'll make me all warm and fuzzy inside if you do.
Done.
Now how about you do my Polynomial Interpolation calculator program.
It's due tommorow. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
External

Since: Mar 23, 2006 Posts: 78
|
(Msg. 45) Posted: Fri Nov 03, 2006 8:30 am
Post subject: Re: -crawl- Very funny. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> I'm too lazy to FR this without giving you some time to save me the
> trouble. It'll make me all warm and fuzzy inside if you do.
Done.
Now how about you do my Polynomial Interpolation calculator program.
It's due tommorow. >> Stay informed about: -crawl- Very funny. |
|
| Back to top |
|
 |  |
| Related Topics: | -Crawl- Funny bug - It turns out that a confused sleeping monster (something that I don't think can happen unless you use Ensorcelled Hibernation, "ideally" in combination with offensive confusion) will still wander around aimlessly despite being asleep. :-D e.
Funny starter kit ;-) - One single cursed ring on level 1 isn't special, though I never got such an odd starter kit before: Inventory: Hand weapons a - an uncursed runed quarterstaff of protection (weapon) [snicadysnap] Jewellery *** g - a cursed -3 ring of evasion (left....
-Crawl- LOL - hohohoho, I killed my PC with stupidity, i.e. looking into a crystal ball too much :D gladly it wasn't the main PC though, I just wanted to explore and experiment a bit.
[Crawl] Huh? - Well, that was... unexpected. Is it a Xom's trick or just an extremely out-of-depth monster? Dungeon Crawl version 4.0.0 beta 26 character file. Grue the Skirmisher Race : High Elf Res.Fire : . . . See Invis. : . Class :..
-crawl- never got this far before - Found Orc Mines, Elven thing, Hive, and Lair. Any suggestions for how to stay alive? --- Dungeon Crawl version 4.0.0 beta 26 character file. Tinfang the Conjurer Race : Spriggan Res.Fire : . . . See Invis. : + Class : Venom... |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|