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#41 |
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Angband Devteam member
Join Date: Apr 2007
Posts: 300
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Sorry, I'm not sure why I made a double post.
Last edited by myshkin; June 27, 2012 at 06:10. Reason: Removed duplicate content. |
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#42 |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,722
Donated: $60
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Oh, right, missed that. ewan, take note.
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"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#43 |
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Swordsman
Join Date: Apr 2008
Posts: 451
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This recent change is giving me headaches for my variant. Since it's a multiplayer game and you're supposed to party, the dungeon generator has been altered to generate wide-2 corridors. Having a torch equipped on two characters playing together works well, but if you decide to soloplay, exploring the dungeon becomes a real pain. For that, I've re-added lanterns in the General Store... but with the new pricing system, they cost over 600 gold a piece. I could decide to give a lantern to starting characters... but what would be the point of having torches? In the old times, every starting character would go immediately to the General Store, buy a lantern and sell the starting torches (you remember the three steps of beating the game right? 1. Go to general store 2. Buy a lantern 3. Kill Morgoth). In fact, it's probably fine as it is now... if you want a lantern, you can pay for it or simply scum 250ft for one -- they should be common at that depth.
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PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant! |
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#44 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,304
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On the ground, or after killing all the monsters? When I get home I'll check what stats say. I wouldn't be surprised if it was around 1 after clearing a level.
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