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Old April 4, 2017, 12:13   #31
Nick
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Originally Posted by PowerWyrm View Post
Any idea why Time Hounds have speed +20 while the two other hounds (nether/plasma) that are totally identical except their breath have speed +10? This really sounds like a typo to me, and the monster revamp could clearly address that issue.
Yeah, clearly Nether/Plasma need to be +20
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Old April 4, 2017, 12:17   #32
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Originally Posted by Nick View Post
Yeah, clearly Nether/Plasma need to be +20
Hahaha... and chaos/aether too?
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Old April 4, 2017, 12:21   #33
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Time hounds have control of time?
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Old April 4, 2017, 15:16   #34
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Originally Posted by Nick View Post
Yeah, clearly Nether/Plasma need to be +20
Nick beat me to it. Time Hounds deserve to be scary.

As far as justification goes though, yeah, anything that can wield the time element ought by rights to be pretty fast.
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Old April 4, 2017, 16:56   #35
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Originally Posted by Derakon View Post
Nick beat me to it. Time Hounds deserve to be scary.

As far as justification goes though, yeah, anything that can wield the time element ought by rights to be pretty fast.
Maybe 1 in 2 time breaths should be "You feel younger and more powerful!" (+1 all stats)

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Old April 4, 2017, 17:30   #36
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Originally Posted by Ingwe Ingweron View Post
Borrowing from FAAngband, one change to monsters could be to include neutral monsters. Not only most townfolk, but also some of the other "p" that @ meets in the dungeon. Neutral, unless @ attacks them. Also, it could be interesting if Maggot could be negotiated with, rather than wantonly attacked, in order to obtain his drop.
Throw an artifact at Maggot, and he'll catch it and willingly drop his original item!

Two artifacts if you've killed any of his dogs.
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Old April 4, 2017, 17:32   #37
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Time breath should be changed to have a small chance to reload the game back to your last autosave - "You feel your life has clocked back - more"
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Old April 5, 2017, 01:44   #38
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Time breath should be changed to have a small chance to reload the game back to your last autosave - "You feel your life has clocked back - more"
Why not take inspiration from ToME4's major anomaly effects? One of them summons your evil twin from a parallel universe to fight you!
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Old April 5, 2017, 01:45   #39
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How about player ghosts?
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Old April 13, 2017, 09:31   #40
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Hm, good thing Nick linked back to this, I seem to have missed the last two pages.

Oangband solved the problem of weak monsters appearing deeper partly by making monsters (including uniques) killed deep only drop gold. It is a moderately elegant and very evil solution, which is why I think V should adopt it. I'm pretty sure they also start appearing less frequently, but I'm not sure. In any case, it makes sure that if you're sneaking around very deep, where you're not very good at killing things, you don't get to have the drops you'd get for monsters native to dlvl/2 or so just by murdering a pack of novice mages. I think it would be nice if finding objects on the ground were more important. On the other hand, with fuzzy detection, that would be much more irritating.
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