Page 4 of 7 FirstFirst 1234567 LastLast
Results 31 to 40 of 67

Thread: Pressing bug fixes: Which ones?

  1. #31
    Join Date
    Dec 2008
    Posts
    1,467

    Default

    Quote Originally Posted by fazisi View Post
    I can't endure farming stoma for more than two precrowns. The third is too expensive for my patience.
    Well, I can't endure farming stoma for more than zero precrowns. The first is too expensive for my patience.

    Anyway, these observations about herbs aren't bugs.

  2. #32
    Join Date
    Jan 2009
    Posts
    26

    Default

    Technically it's not a bug(or maybe it is? I'm not sure about that), but I would like see removed possibility of obtaining rings of djinni summoning by dipping stack of any rings into blessed potions of exchange. That easily leads to wish engine(infinite wishes) which is game breaking.

  3. #33
    Join Date
    Aug 2009
    Posts
    2,828

    Default

    Fazisi was kidding..

    Of course the real bug is that non-dragons do not double gold, so it's too hard to get infinite gold and stats and piety.
    You steal a scroll labelled HITME. The orc hits you.

  4. #34
    Join Date
    Mar 2008
    Posts
    29

    Default

    Quote Originally Posted by adom-admin View Post
    [*]What about the unicorns?
    The Unicorn starsign actually makes you get more corrupted, not less. I think there's a few alignment-related signs that are inverted as well (Tree?)

  5. #35

    Default

    Quote Originally Posted by coppro View Post
    The Unicorn starsign actually makes you get more corrupted, not less. I think there's a few alignment-related signs that are inverted as well (Tree?)
    Sounds like multiplication is being used instead of division.

  6. #36

    Default

    I think most super pressing things have been mentioned. I would like to see some of the scumming clamped down on. So the following is a list of feature request/bug hybrids I think:

    I think there should be hard caps on how much stat gains you can get from stone giant and killer bug corpses, so that getting insane stats with potions of exchange is not so easy. Same with Garth and stat training.

    I think the Casino shouldn't give out unlimited money, and if it does there should be some cost like corruption.

    I would LOVE to see the pre-crown system changed. Farming monsters and herbs for precrowns is very good for getting a nice artifact but so terribly boring. I would suggest taking a peak at how dungeon crawl stone soup has changed the god system of the original dungeon crawl. It would be nice if there was a prayer mode in adom, kind of like a new tactical setting, where all monster kills go to piety and as a trade off give no xp. That way, you can pray to your god to build up your piety as you simultaneously play the game, and collect a precrown later when you find a co-aligned altar.

    And most importantly: I think fluffballs should not work in the water dragon cave. Just have a message like: "the fluff ball explodes but the gremlins instantly drown, stopping the chain reaction!" That would prevent gremlin bombing the cave. Actually, you could still gremlin bomb via other ways, so it might make the most sense to make gremlins be generated with nothing that can be pickpocketed.

  7. #37
    Join Date
    Dec 2009
    Location
    Go ahead and look!
    Posts
    417

    Default

    I found one bug but it's not super important. I just got blinded in a dark room via door trap and after I could see again (which I really don't know how I could tell) I was able to see my character. Still couldn't read though.

    Edit: Apparently now when I walking into a dark room I can see myself.
    When in darkness, you can always see the light (unless you're in ADOM)

    Most successful combos for me: Grey elf wizards, trollish healers, dark elf beast-fighters, Gnomey monks, and any race barbarians.

  8. #38
    Join Date
    Aug 2009
    Location
    4th floor
    Posts
    180

    Default

    Quote Originally Posted by Tannis View Post
    I think most super pressing things have been mentioned. I would like to see some of the scumming clamped down on. So the following is a list of feature request/bug hybrids I think:

    I think there should be hard caps on how much stat gains you can get from stone giant and killer bug corpses, so that getting insane stats with potions of exchange is not so easy. Same with Garth and stat training.
    As others suggested, this could be achieved by using the 'base' stat instead of 'current' (modified e.g. by a ring of weakness) value when checking for stat gains.
    If you're not averse to tricky fiddling, maybe allow an extra chance of a _temporary_ bonus when the current stat is particularly low.

    I think the Casino shouldn't give out unlimited money, and if it does there should be some cost like corruption.
    The cost of hunger/stunning has been introduced, but i find it more symbolic.
    A harder limit on stat gains would remove much of the incentive for massive milking of the casino (can't call it 'gambling', as the profits are virtually guaranteed).
    Maximum purse for the casino might be applicable, too - say 1/2 the accumulated price of everything in the gift shop. Once you hit the limit, the machines will be disabled.

    And most importantly: I think fluffballs should not work in the water dragon cave. Just have a message like: "the fluff ball explodes but the gremlins instantly drown, stopping the chain reaction!" That would prevent gremlin bombing the cave. Actually, you could still gremlin bomb via other ways, so it might make the most sense to make gremlins be generated with nothing that can be pickpocketed.
    Water-Cave Gremlins are already generated without any items. Pick pockets doesn't access monster inventory, AFAIK it creates an item out of thin air, provided the monster is humanoid and isn't flagged as picked. So the solution might have to include making gremlins non-humanoid.

    Also in the water dragon cave, i think it'd be best to generally exclude everything vulnerable by water from the hoard. As it stands, the hoard can probably initially include scrolls, fluff balls and the like. Such stuff should have been destroyed the moment Shyssiryxius brought it into the cave, it shouldn't last exactly up until the instant an adventurer enters the place. And of course creating only waterproof stuff means more LOOT ^^

    And one oldie but goldie: i'd still like to see the Mutant Spiders from Outer Space with Laser Beams plugged (a.k.a. the ?berjackal effect). The easy way would be to just junk the feature of monsters getting experience by having their brethren killed by the character. The experience decay for killing lots of monsters of the same type would still make steel golem farming very unattractive.

    If you really want to keep the concept, perhaps keep seperate counters, so summoned/bred monsters _don't_ contribute to the 'racial experience counter'? This way, dark elf vaults would be annoying because of massive hordes, omnipresent webs and tough elves, not death of meleeers because of super-powered zero-exp large spiders. And at the same time, the blue dragon cave would still become extra-nasty once ~200 ancient blues are dead.

  9. #39
    Join Date
    Mar 2008
    Location
    Esslingen, Germany
    Posts
    3,973

    Default

    Slightly tune down the power-gaining effect for certain monsters maybe (as a whole I just conceptually like the uberjackal effect, my main grip however is the bugged supermonsters that kill your level 50 endgame tank in one hit out of nowhere. Worms are especially likely to do this.)
    ADOM Guides - whatever you wanted to know about playing a certain class, but have been afraid to ask!

    Check out my youtube channel to see my ADOM videos, including a completed playthrough of the game. I try to give instructions, so if you want to see some place you haven't been before and get some hints on how to deal with it, this might help! There's also some other games featured there that you might find interesting.

  10. #40
    Join Date
    Jan 2009
    Posts
    5,739

    Default

    Personally, I think the uberjackal effect is fine as a general feature, I just think that there are a handful of monsters whose counters are far too low considering how common they really are. Eg. it takes 50 (75?) rats for them to gain 1 level, whereas it only takes jackals 12. Simply setting jackals and a handful of other monsters to sensible levels would remove most of the irritation from this.
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •