No, it won't. It will recover your full health if you are able to drink it, but if you've been struck fatally, you're simply dead. There may be an artifact that will intervene in your fate in such a case...
Well now hold on, I've been "killed" and the game automatically had me drink a potion of restoration. Was this a chance thing?
It appears automatic and always chosen over a standard healing if available but I guess there is some point of overly negativity it doesn't kick in?
I could see that for a potion of healing if you're knocked down lower than a potion can recover, but restoration gives you all of your hit points back, so it doesn't seem like it's possible to go down far enough that a restoration potion can't recover you. Unless it's like D&D where you're only unconscious at negative hit points unless you drop below -10 when you're really dead.
Did the game say that you died? There's a negative threshhold before it is fatal. It will auto-drink a potion for any negative value above this threshhold, if you have one, or you die. It's something like -4 - xplevel. So if you're level 10, -15 HP will kill you DEAD. Which makes me think... maybe I will have it say "fatal hit!" at the top in this case, to avoid confusion. Speaking of clarification... any other cases where a message would help ease bewilderment?
Thank you for this response. It answers a few different questions I had encountered. And makes perfect sense. I guess I just haven't noticed a monster spring a trap on me. But the sneaking and being able to disarm certain traps, with the probability of it failing, is awesome. I retract my statement and don't want any changes in this area. Does sneak have any other purposes? I have to admit that I don't really use it, I though it just let enemies not be able to encounter you for a few moves or something. Now I'll be using it to try and disarm traps for sure, but just curious if it does anything else. I don't know if there's ever any time when I'm confused about a message, but I would love a message log where we could scroll through the past few alerts. Sometimes if I'm not paying attention I won't notice if a spell wears off, I'd like to be able to check out if I got a message about it or not. A very minor suggestion.
I don't think I've found any other use for it. That seems to be its only purpose, and it's why the smart button always defaults to it -- you never know when you'll run across a trap. As for the auto Restoration use, I don't know if it ever said I actually died, but then it all went by a little too fast for me to tell what it said, so I guess I just went somewhat negative. I was only about a middling character at the time so I guess it wasn't a severe enough hit to actually kill me.
This probably won't be too popular bit what the hell... Although the dungeon maps are randomly generated each time you start a game I think some variety would be a good idea. For example, each floor to have a certain uniqueness to it, maybe an artifact on some, landmark on others to give temporary powers as a one off etc. Perhaps each floor to have a certain tint as well in terms of colours and lighting - one could be black and white with slight grain to the appearance. I'm just thinking out loud here, you may not like these ideas. I just feel the overall dungeon could look a little more diverse. Keep up the great work, still loving this game.
Dude, where's my car? *HINT HINT*. Just telling you that getting stoned by a mushroom is not only getting you stoned… It's giving you an advantage for that laps of time………………… MelloJello
Hey there, You can expect more variety and surprises even as soon as the upcoming mini-update! At present you will notice that the cave levels tend to be built around one or two large caverns, and with more "twisty" passages connecting them. However, much more to come! -- Jeff McCord
See things you didn't? Hmm. I'm going to guess the ability to see traps or something... I'll have to investigate.
Yeah, that works too. I kind of consider shrooms as traps, since they can give you teleportitis, make you trip confused, or get you high cause you to levitate.
Hey - I'm wondering if this is a bug: When a monster teleports and then comes back to you later, and he's like a one-hit kill now (cuz you already softened him up prior), the XP you get is 1/4 of what it should be. It's like the game calculates the XP given based on a formula of HP the monster has, but it resets when it teleports.
This is actually by design... if a battle is interrupted, then the monster's max hitpoints (which is part of the XP calculation) is set equal to his current hitpoints. This is how the original worked too. More reward for finishing the fight!