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#11 | |
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Adept
Join Date: Apr 2009
Location: Washington, DC
Posts: 112
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#12 |
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Knight
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That sounds like a good idea...
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#13 |
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Swordsman
Join Date: Jun 2012
Posts: 259
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I killed Morgoth earlier today. Surprisingly easy. I made sure I had enough consumables and pelted him with my Sling of Buckland + Holy Might Ammo, Wands of Annihilation, and Orb of Draining (when not in LoS). Once he got adjacent to me, I just teleported him away and repeated the process as he came back after me. I only had to use Banishment about 7 times and Mass Banishment 4 times. Used up no more than 5 of any type of potion (*Healing*, Restore Mana, Berserk Strength, Heroism).
I am wondering, though, how people pillar dance with Morgoth. I was going to try that first and he just moved through the pillars like air. |
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#14 |
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Prophet
Join Date: Dec 2009
Posts: 4,762
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You can't pillar dance with a monster that eats or moves through walls. It is possible, however, to abuse LOS so you can hit a monster but they can't do anything but move towards you. For example, find a long horizontal corridor, station yourself at one end, and Morgoth at the other, one tile higher than you:
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#.#################P# #@..................# ##################### I only did this once, in ZAngband with a Mindcrafter; they have a targeted teleport that makes setup a snap, and one of their main attack spells hits every non-stupid creature in line of sight. I imagine it could still be done with some care in Vanilla though. The obvious fix is for the monster to favor getting into line of sight if possible. |
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#15 |
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Swordsman
Join Date: Jun 2012
Posts: 259
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On the subject of respawns:
I was just playing a Gnome Mage. I entered the level, cast the detection spells and headed towards a monster. I was very surprised when I ran into a group of several Manes. They weren't there previously so they must have been created almost immediately after I entered the level. As I indicated, a tad aggressive on the respawning. |
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#16 |
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Prophet
Join Date: Dec 2009
Posts: 4,762
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I suspect the current respawn system is simply that every turn, there's a small chance that monsters will be spawned somewhere, ideally not in LOS of the player. Perhaps it'd be preferable if there were a soft population ceiling of monsters on the level? That is, the game can only spawn monsters if the current population is under the population ceiling. Then when the level is created, the population is "overfilled", which basically means that new spawns are banned until the player has brought the population down a bit. You could set the ceiling at, say, half the target starting population. Then no monsters would spawn until the dungeon was half-cleared.
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#17 |
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Swordsman
Join Date: Jun 2012
Posts: 259
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I'd actually prefer a resetting timer for the respawn since it makes sense that the longer a player is on the level, the greater the likelihood that monsters will show up from other levels.
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#18 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,726
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Pillar-dancing is difficult to do against +30 speed monster. It would take forever unless you have absolutely insane speed and/or weapon because diminishing returns of energy after +26 and fast regen of Morgoth. Counting when you get that extra move before actual fight requires very good knowledge how the energy system works. |
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#19 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,726
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Quote:
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#20 | |
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Swordsman
Join Date: Jun 2012
Posts: 259
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Didn't some of the previous version tell you when your spells beamed? At the moment I can only tell when I happen to have multiple monsters lined up. This makes it difficult to estimate the chance of beaming.
Also is the following still the current information for beaming: Quote:
Thanks. |
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