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Messages - gravling

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1
The two chests and only one key is not a bug.  These chests are transparent, with the ? you can see what is inside.  But you only get to take one of them.

2
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.3)
« on: February 26, 2014, 07:48:08 AM »
Idea:

It is really hard to get a Huntress up and going, especially now when the dew vial is not guaranteed to be on level 1.  I wondered if we could start her in +1 leather armour (that she fashioned herself out of the skins of the animals she hunted)?

3
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.3)
« on: February 26, 2014, 05:36:38 AM »
Well, after playing for a while, you can count me as thinking the old layouts were more _fun_ to play.  There is just a feeling of satisfaction you get when you say 'rigfht,  done this level. onward!' which now is replaced with uncertainty.  And I liked the feeling ...

4
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.3)
« on: February 21, 2014, 07:45:30 AM »
If the troll blacksmith can no longer pronounce 'th' and says 'dan' and 'dis' and 'dat' he had better say 'dem' when talking about "reforging them into a better"  :)

5
If your device is rooted you can use Titanium Backup for this, which has the advantage that people who don't have any sort of PC, just phones and tablets can use it.  Tell TB to backup your files to something removable -- an sd card or a USB memory stick, and you are in business. 

6
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.3)
« on: February 21, 2014, 06:06:07 AM »
I think there may be a problem with the new layout code.  It may be that I am just not used to it.

Screenshots here:
http://www2.openend.se/~lac/PD/level1.png
http://www2.openend.se/~lac/PD/level1_right_hand_side.png

Even on maximum zoomed out, there is no way I can get the whole screen to fit on my tablet for one screenshot, so there are 2.  The right hand side one is just to show that there is nothing special there either, just walls.

So -- level 1, which means no secret doors.  But no jar for holding dew, either, so I think there is a room somewhere, I just cannot reach it.  And in the bottom left hand corner (of level1.png only)  there is a very suspicious looking width-of-a-door wide 1 tile of bookshelf.

So, just unfamiliarity, or a real problem?

Playing a huntress, if it matters.

LATER: aha, dew drop vials are no longer guaranteed to show on level 1.  So perhaps nothing is wrong at all with the above.  The limited mind vision that a huntress has wasn't showing me any rooms, at any rate.

7
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: February 01, 2014, 12:04:07 PM »
I just received a +4 ring of mending from the ambitious imp.  Lucky, lucky me!

But now I am curious.  This is the first >+3 item I have ever found in PD, what is the max for imp-given rings?

8
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.2)
« on: January 27, 2014, 04:37:23 PM »
Thank you for the new release.  It doesn't load old save games, though.

9
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 26, 2014, 04:25:44 AM »
I returned with 21 pieces of ore to the troll blacksmith.  He was happy and upgraded my glaive.  But I still had the ore and the pickaxe in my pack when he was done.

Also in this game I have found 0 potions of strength between levels 11 and 15, and used a scroll of magic mapping on each level, so there are no hidden rooms.  Is this a bug, or is this just the way things happen sometimes?

10
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 20, 2014, 01:27:56 AM »
This is happening in some of my games but not all.  Not sure what makes the ones where it happens different than the ones where it doesn't.  Perhaps using Lloyd's beacon at some point with the seed in your sack?
I think I've fixed this bug (along with a bunch of other quest-related bugs).

Thank you.

11
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 15, 2014, 07:29:18 PM »
Infinite rotberry bug. in 1.6.b (46)

Talk to the old wandmaker.  He says 'Oh how pleasant ....' and sends you off to get a rotberry.  A rotberry plant is spawned.
Get it.
Exit the game.

restart.
Talk to the old wandmaker.  He says 'Oh how pleasant ....' and sends you off to get a rotberry.  A rotberry plant is spawned.
Get it. Now you have 2.
Exit the game.

repeat as often as desired.

I will go back and check about the berserker, but I think that it was starving that triggered the getting furious.  I suppose the same click in time could make me simultaneously lose my earthroot and give me 1 damage in starvation that triggered the furious.

Hmm.  This is happening in some of my games but not all.  Not sure what makes the ones where it happens different than the ones where it doesn't.  Perhaps using Lloyd's beacon at some point with the seed in your sack?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 14, 2014, 02:56:21 PM »
Infinite rotberry bug. in 1.6.b (46)

Talk to the old wandmaker.  He says 'Oh how pleasant ....' and sends you off to get a rotberry.  A rotberry plant is spawned.
Get it.
Exit the game.

restart.
Talk to the old wandmaker.  He says 'Oh how pleasant ....' and sends you off to get a rotberry.  A rotberry plant is spawned.
Get it. Now you have 2.
Exit the game.

repeat as often as desired.

I will go back and check about the berserker, but I think that it was starving that triggered the getting furious.  I suppose the same click in time could make me simultaneously lose my earthroot and give me 1 damage in starvation that triggered the furious.



13
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 05, 2014, 10:04:03 PM »
Bug.

If you are a berserker, and you are standing on an earthroot plant, and you become furious your earthroot armour buff goes away.  (And then Goo kills you ...)

14
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 05, 2014, 09:43:36 PM »
Bug?:

A crazy thief stole my scroll of weapon upgrade.  Unidentified, but since I made it, I knew what it was.  It was the only scroll I was carrying.  I hit the thief twice with my unstable quarterstaff.  The first time it showed "frightened" over the thief.  The thief tried to flee but only managed toi move 1 square, and I could hit him again and so did.  When he died he dropped a gold but no scroll.

Is this just a bug?  I don't think that I made him catch on fire with my staff with the second blow, but maybe I missed this.  If I had, could that have made the scroll he is carrying burn up?  If so, could we have a console message about this?

15
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.6.1)
« on: January 05, 2014, 03:25:47 PM »
If you are standing in one of those rooms with lots of firetraps all around, and toss a piece of mystery meat on one that is diagonal from you, so that it bursts into flames -- a skeleton which was keeping his distance because he knew not to walk on fire traps will happily walk into the burning square and light himself on fire.  Clearly whatever logic is preventing him from stepping on squares that have firetraps on them should be updated to make him avoid squares where the trap is triggering and all is a-flame.

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