Apparently, if I'm in darkness and light up a torch, I get the normal ToHit chance, while my opponent has me "heavily concealed by darkness". Needless to say, this is a huge advantage which makes me think it's a bug.
Screenshot to demonstrate.
[bug?] Holding a torch only removes darkness for me
Actually, i think the darkness modifiers are kind of buggy in general. My char makes heavy use of Cat's Eyes and auto-snuffs his torch when you fires a bow, and I've experienced rather inconsistent application of the darkness modifier on my opponent as well as on me, which sometimes disappears after moving about a bit. I posted it in the original bug list pre-.01, but I don't think it's been addressed yet.
Looks to me like 'cats eye' only removed the to hit penalty in the immediate area, so a ranged attack it still a lottery. Predator sight works even for ranged attacks (but doesn't show traps etc.).
I agree is is a bit whacky. It's also strange that I can equip a bow and the torch auto-goes-out but if I was using a lantern I get an error message instead. Of course, I have to wonder what 'auto-un-equip lantern' is going to do if all the inventory slots are full (and why are torches not part of inventory?)
I agree is is a bit whacky. It's also strange that I can equip a bow and the torch auto-goes-out but if I was using a lantern I get an error message instead. Of course, I have to wonder what 'auto-un-equip lantern' is going to do if all the inventory slots are full (and why are torches not part of inventory?)
- BasiliskWrangler
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LOL me BADBasiliskWrangler wrote:VPeric: This has been fixed.
Chamr: This should be corrected due to the fix.
Iane: Magick always hits, because it's magic. It's a basic rule going back to early D&D. Magic Missiles never needed a ToHit roll.
GSV3MiaC: I am working on some automatic unequip functions for 1.03.