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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 1) Posted: Wed Nov 01, 2006 7:47 am
Post subject: -crawl- staircases on level map
Archived from groups: rec>games>roguelike>misc (more info?)

The manual states that staircases and traps are always displayed (and
specifically colour-coded) on the level map, even if something happen
to lie there. This is not true in the current releases. I would like to
know if the departure from the (at least for some time) mentioned
behaviour is intended or a bug.

Personally, I find the old behaviour quite sensible. Maybe this calls
for another option. Even better would be a level map toggle between
'prefer features'/'show items'.

David

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erisdiscordia

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Since: Apr 20, 2005
Posts: 381



(Msg. 2) Posted: Wed Nov 01, 2006 9:48 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

dpeg wrote:
> The manual states that staircases and traps are always displayed (and
> specifically colour-coded) on the level map, even if something happen
> to lie there. This is not true in the current releases. I would like to
> know if the departure from the (at least for some time) mentioned
> behaviour is intended or a bug.
>
> Personally, I find the old behaviour quite sensible. Maybe this calls
> for another option. Even better would be a level map toggle between
> 'prefer features'/'show items'.

I just tested the last-patch-modified b26 behavior -- it already
prefers items to staircases, unless there's some toggle that was
present even then that we've both unknowingly diddled. Smile

BTW, how would you (and anybody else who wants to chime in) feel about
color-coding rock staircases on the level map? This change would mostly
be relevant to people who use the Rubinstein Triple Dive, but might
also be appreciated by a broader circle than that. I can't think
offhand of anything that's gained by hiding the stairtype from the
player when they're checking the map, except for programmer time of
course. Smile

BTW^2, what do you think about the new item ordering in Multidrop? I'm
having a real hard time getting used to it, though I'm hesitant to call
it bad after so little time spent playing it. I wish I were Tina so
that I could say "I don't know what it is, I don't understand it, and I
don't want to understand it, but I'm dead certain that it's bad and I
demand that it be removed." Sadly, though, I'm not. Smile

e.

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Elethiomel

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Since: Apr 08, 2005
Posts: 264



(Msg. 3) Posted: Wed Nov 01, 2006 5:00 pm
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia wrote:
> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

I would love this feature.
--
A good signature is a concise and original summary of personality. This
is not a good signature.
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Rubinstein

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Since: Apr 25, 2005
Posts: 274



(Msg. 4) Posted: Thu Nov 02, 2006 7:56 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia wrote:
> dpeg wrote:
>> The manual states that staircases and traps are always displayed (and
>> specifically colour-coded) on the level map, even if something happen
>> to lie there.
>> [...]
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

One place where covered staircases are often a problem for me is Vault:8
There's hardly a place where stairscumming is more vital, most upstairs
are usually very soon covered. Here's also a place where one single move
could decide between life and death. I'm really twisted on that: On one
hand there's Crawl's general approach to make "pen & paper" solutions
obsolete (which I like *very* much), OTOH being able to see the nearest
staircase through all the clutter via X-map would almost look like
cheating to me (and probably would have saved my butt several times).
Was it actually first introduced with Stone Soup or did it always work
that way (items cover stairs on X-map)?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that.

As someone being referred to, I don't see a need for that. If you mean
with "Triple Dive" my habbit to dip my toe into every new staircase,
it's something I do regularly, but spontaneously (just on sight), not
systematically. When I don't dip one or the other stair and die soon
after, I usually don't feel it was because I missed a dip.

> I can't think offhand of anything that's gained by hiding the
> stairtype from the player when they're checking the map, except for
> programmer time of course. Smile

OTOH that won't hurt, I guess (except the programmer). Wink
Assuming we're still talking about stair *types*...

> BTW^2, what do you think about the new item ordering in Multidrop?

Honestly, I haven't noticed that (yet). Maybe cause I'm still using an
old init.txt version and missed to put a new option in?

> I wish I were Tina so that I could say "I don't know what it is, I
> don't understand it, and I don't want to understand it, but I'm dead
> certain that it's bad and I demand that it be removed." Sadly, though,
> I'm not. Smile

ROTFLOL! That was a good one... Sadly, indeed... Wink
Sometimes (when they're vanished) I miss people like NEO or Tina (and,
as you can see, they're always good for a laugh or two, even when not
present). But when they are here, I like them to go again very soon.
I guess I'm TWISTED. Luckily, though, I'm not. *g*

Ruby
--
Der (Um)Weg ist das Ziel
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dpeg

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Since: Oct 16, 2006
Posts: 22



(Msg. 5) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

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Since: Oct 16, 2006
Posts: 22



(Msg. 6) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 7) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 8) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 9) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 10) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 11) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 12) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 13) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 14) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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dpeg

External


Since: Oct 16, 2006
Posts: 22



(Msg. 15) Posted: Fri Nov 03, 2006 3:53 am
Post subject: Re: -crawl- staircases on level map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

erisdiscordia schrieb:

> dpeg wrote:
> > The manual states that staircases and traps are always displayed (and
> > specifically colour-coded) on the level map, even if something happen
> > to lie there. This is not true in the current releases. I would like to
> > know if the departure from the (at least for some time) mentioned
> > behaviour is intended or a bug.
> >
> > Personally, I find the old behaviour quite sensible. Maybe this calls
> > for another option. Even better would be a level map toggle between
> > 'prefer features'/'show items'.
>
> I just tested the last-patch-modified b26 behavior -- it already
> prefers items to staircases, unless there's some toggle that was
> present even then that we've both unknowingly diddled. Smile

I wouldn't think so. Should I put up a FR?

> BTW, how would you (and anybody else who wants to chime in) feel about
> color-coding rock staircases on the level map? This change would mostly
> be relevant to people who use the Rubinstein Triple Dive, but might
> also be appreciated by a broader circle than that. I can't think
> offhand of anything that's gained by hiding the stairtype from the
> player when they're checking the map, except for programmer time of
> course. Smile

Very good idea, especially since neither of the two us can code Smile

> BTW^2, what do you think about the new item ordering in Multidrop? I'm
> having a real hard time getting used to it, though I'm hesitant to call
> it bad after so little time spent playing it.

I am not sure I see the problem. What's the problem, Erik?

David
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Crawl: Ctrl+x in level map doesn't work - (SS 0.1.2 - precompiled DOS binary) Pressed Ctrl+x on the level map on a square I don't want to go (one with a memory of my char on a stair, and then tried the square next to it), and nothing happened, both times. I had to search (again) for the..

-Crawl- The highest number of shops on a level - Yea, I just found a level with 5 shops, 2 general stores, 1 weapon shop, 1 armor shop and 1 book shop. yayage for them, though I already got a +7, +2 Katana of slicing ^_^

-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 :..
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