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Old May 20, 2014, 01:05   #1
BlueFish
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Herbs of terror

These things are apparently resistable. You can't count on them giving you speed when you eat them. That doesn't make much sense to me. They're more insteresting items if they give you speed whenever you ingest them. Let the fear component be resistable, that's fine, but if you have high will, they're just mini-sustenance and far less interesting.
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Old May 20, 2014, 01:09   #2
locus
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It is weird how they're more useful the lower your will is, but I'm not sure it's any more interesting to have them duplicate potions of quickness at high will. Just make them unresistable? It's not like there aren't plenty of bad consumable effects you might still want to buy will to resist, and since herbs of terror have a non-permanent effect it scarcely matters whether or not you resist them when use-iding.
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Old May 20, 2014, 07:27   #3
Patashu
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Didn't they use to give guaranteed fear and also guaranteed quickness?
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Old May 20, 2014, 07:30   #4
locus
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Quote:
Originally Posted by Patashu View Post
Didn't they use to give guaranteed fear and also guaranteed quickness?
Maybe it was a balance change, then? Since ways to remove fear are pretty plentiful in the late game, this preserves the interesting combo without making it a factor in how much haste you get to blaze through the late game.
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Old May 20, 2014, 11:48   #5
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Quote:
Originally Posted by Patashu View Post
Didn't they use to give guaranteed fear and also guaranteed quickness?
I don't believe they ever did this. I'm pretty sure you always got a will 'save' against their fear+quick effect.
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Old May 20, 2014, 12:35   #6
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I don't believe they ever did this. I'm pretty sure you always got a will 'save' against their fear+quick effect.
It might have been impossible to resist in an early alpha version, but the current behaviour has been here since before the release. I agree that it would be a bit more fun if you couldn't resist it. It is just that it would be inconsistent with the standard behaviour of status effects, which (I think) is 100% consistent across the rest of the game, so I'm loath to change it this way. I could also change it to make the quickness no longer depend on being afraid, but that does seem to lose a lot of the flavour. They do work OK for low will characters at the moment, and I think that will have to stay their niche. Could be very good for a stealth character for example.
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Old May 20, 2014, 14:22   #7
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I always assumed it was the fear that drove the speed bonus, and liked that aspect of terror 'shrooms... like an adrenal response to a dire situation. That doesn't explain why you don't get a speed bonus every time you are afraid though.
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Old May 20, 2014, 18:55   #8
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Originally Posted by HallucinationMushroom View Post
I always assumed it was the fear that drove the speed bonus, and liked that aspect of terror 'shrooms... like an adrenal response to a dire situation. That doesn't explain why you don't get a speed bonus every time you are afraid though.
Especially with Armour of Gorlim.
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Old May 20, 2014, 21:15   #9
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Speaking of herbs, I think Sustenance should auto-ID on each use. Right now I think they only ID when your hunger status changes after eating one.
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Old May 20, 2014, 21:42   #10
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Speaking of auto-ID, I think there should be some way to auto-ID the arrow Dailir. It's the only +11 arrow in the game, I know what it is, it's dumb to ask me to blow an Understanding charge on it.
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