• CrecelleHack

    From Janis Papanagnou@21:1/5 to All on Mon May 12 03:42:26 2025
    Noticed the new variant CrecelleHack on Hardfought and tried it out...

    I won't go into comments on it, just ask a question (and hoping that
    someone already knows something about that variant)...

    I noticed that blessed scrolls of enchant weapon obviously don't work
    any more as used from other variants; only the weapon's "harmony" gets
    changed but the weapon gets no enchantment.

    A peek into the source code seems to suggest that this may be a bug,
    but I'm not sure. The code seems to enchant a weapon only only in the
    case that the second parameter to 'chwepon()', the 'amount', has the
    value 0, but the call doesn't seem to produce such a value

    if (!chwepon(sobj, scursed ? -1
    : !uwep ? 1
    : (uwep->spe >= 9) ? !rn2(uwep->spe)
    : sblessed ? rnd(3 - uwep->spe / 3)
    : 1))


    And another unrelated question concerning not only this variant...

    That variant and some other variants I've observed on Hardfought
    have a strange display effect; *lit* corridors are displayed as
    _dark blue_ which I consider really annoying; it's already bad if
    that effect is located only in corridors but in case of a dug out
    level that's really horrible; *lit* areas have a _dark color_ and
    *dark* areas have a comparable lit display. - Can that be changed
    somehow by configuration?

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Mon May 12 14:17:57 2025
    On 12.05.2025 03:42, Janis Papanagnou wrote:
    Noticed the new variant CrecelleHack on Hardfought and tried it out...

    [ snip (yet unanswered) enchantment question (or bug) ]


    And another unrelated question concerning not only this variant...

    Found at least the explanation for that...

    That variant and some other variants I've observed on Hardfought
    have a strange display effect; *lit* corridors are displayed as
    _dark blue_ which I consider really annoying; it's already bad if
    that effect is located only in corridors but in case of a dug out
    level that's really horrible; *lit* areas have a _dark color_ and
    *dark* areas have a comparable lit display.

    As meanwhile got obvious to me the dark blue color is showing the
    effects of a wet surface. Since there's weather (sic!) implemented
    that may arise (wind, rain, hail, etc.) it's probably the effect
    of a rain shower. - To give a personal opinion; beyond being quite
    ridiculous of rain or hail in a dungeon I don't see any sensible
    positive game play change (or only to provide some reason for the
    "harmony" implementation, i.e. having fight conditions depend on
    the surface, and thus implement "magic effects" of weapon/armor to
    be better on one or another surface condition). - IMO that could
    all be left out (magical dungeon weather, harmony magic, etc.).

    - Can that be changed somehow by configuration?

    Since it's an inherent dungeon differentiation property I suppose -
    if at all - that this could be changed by generally adjusting the
    color palette?

    Janis

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