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#211 |
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Swordsman
Join Date: Jan 2009
Posts: 459
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Yes, they are lost forever. This gives some reason not to generate too many levels (e.g. stairscumming) but it is not much of a problem for diving, as I'm pretty sure you will find more artefacts by spending more time at deeper levels than by fully exploring shallow ones. Ultimately there are about 80 artefacts and people only tend to find about 10% to 20% of them in a full game.
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#212 |
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Adept
Join Date: Jan 2008
Posts: 164
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Unless losing an artifact forever makes artifacts less likely to be generated in the future, it doesn't seem like much of a problem.
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#213 | |
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Swordsman
Join Date: Jan 2009
Posts: 459
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Quote:
I think it provides a fairly large reason not to scum for levels, and a minor extra reason to keep exploring a level, but that in general, one should go to the deepest level you can survive, and also that one should be prepared to abandon any level if a really dangerous creature arrives. |
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#214 |
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Prophet
Join Date: Dec 2009
Posts: 4,741
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I find it interesting the kinds of things you can get away with once you institute a time limit on your game. While I don't think that the presence of "preserve mode" in Vanilla is inherently problematic, you can bet there'd be a typhoon of complaints if it were removed.
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#215 | ||
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Swordsman
Join Date: Jan 2012
Posts: 252
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Quote:
Quote:
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#216 |
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Swordsman
Join Date: Jan 2009
Posts: 459
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This is in for the dev version in a very simple way. They shout to make their nearby friends aggressive after being charged, just as they do after being hit with arrows while in a corridor.
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#217 |
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Swordsman
Join Date: Jan 2012
Posts: 252
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Oops! Yes, sorry, you told me in an email a month back, but I forgot. Sounds good in any case. Could be some slight oddity if managing to kill with your charge means they don't catch on, but should be enough overall to reduce the abuse here.
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#218 | |
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Swordsman
Join Date: Jan 2009
Posts: 459
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Oh, OK, there is one other exception: the forge on the second level. This isn't required by the very nature of the thing (unlike the slain uniques etc) but it feels quite natural, is easy for players to notice, and helps the gameplay for smiths a lot. Which brings me to the new plans. We are planning to extend this kind of feature for forges (and this is basically the last thing to be added to the current development version before it gets playtested and released). I haven't started on that yet, but the idea is to smooth out the number of forges per game. Again, I don't like the dependence on what has gone before, but I think that it can help avoid certain un-fun situations (for example, I really wanted to play a smith and made a smith character, but didn't find a second forge until 950 ft). |
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#219 | |
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Swordsman
Join Date: Jan 2009
Posts: 459
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I might improve it again in the future, but it is low priority -- I want to actually release the new version soon, but have very little time so I should concentrate on the main things. |
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#220 | |
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Prophet
Join Date: Dec 2009
Posts: 4,741
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