I like things to be consistent and expect a quick spell key to do just one thing : cast a spellTomsod wrote: ↑Yesterday, 12:00 More than that, it shoots an equipped ranged weapon even in melee range, which I added early on to retain an ability to fire blasters and wands in melee. This is also what happens if no quick spell is set at all, so any unset quick spell key is actually a "shoot in melee" key.
Why do you want extra quick spell keys specifically to not work like that? In vanilla you also could make Heal a quick spell, and accidentally hit someone when out of mana, and if I change that, people used to vanilla could be surprised instead.
The s-key allows selecting 1 spell that will be cast before its other actions.
Checking mm7 reference card it seems there are no dedicated quick spell keys.
It probably comes down to whether the extra keys are meant to work as shortcuts to allow easier casting or additonal s-keys
That's a design decision and you appear to have chosen the latter.
Another question
This works for normal level, but expert disarm doubles skill and is always even .changelog wrote: Chest traps have only a 50% chance to be disarmed if the skill is exactly equal
to trap difficulty (which is always even), making odd skill values more useful.
For disarm master the statement is also incorrect.
example :
assume trap level is 22
N 22 fails in 50%, N23 always succeeds
E 11 fails in 50% , E12 succeeds always
M7 fails 50%, M8 always succeeds
Do I misunderstand the mechanic ?