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Old September 11, 2010, 00:52   #21
Timo Pietilš
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Quote:
Originally Posted by nppangband View Post
Quite. I did make some changes to make sure that doesn't happen any more.
Why? That running I had with Vecna was memorable and really exciting. At last there was a feature that can cause real danger. I liked it.
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Old September 11, 2010, 01:20   #22
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Quote:
Originally Posted by Timo Pietilš View Post
Why? That running I had with Vecna was memorable and really exciting. At last there was a feature that can cause real danger. I liked it.
Agreed. In my case I had a chance to respond, but I was playing too fast and moved instead...
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Old September 11, 2010, 01:54   #23
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Chained-teleportation: The ability to follow an enemy through a teleportation event. I like it, though I've never experienced it. It should be available to the player too (by casting a similar spell within 100 energy of the target teleport) . I've often wanted to be able to follow an enemy who teleported away.
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Old September 11, 2010, 02:24   #24
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Quote:
Originally Posted by Timo Pietilš View Post
Why? That running I had with Vecna was memorable and really exciting. At last there was a feature that can cause real danger. I liked it.
All I did was take the teleport_player_to flag away from Azathoth It already moves at +20 speed, has 6000 hp, resists everything, has a huge player awareness, passes through walls, and hits the player with chaos and nether damage for 550-600 hp damage 65% of the time. Azathoth is a probably about as dangerous as Morgoth, because he is PASS_WALL instead of KILL_WALL. I like a good dangerous dungeon, but that that seems a little bit unfair.

Nobody else had their flags removed, but they just use up a little more energy when they use those spells, so the player has a little bit more time to react. There are alot more dangerous monsters in NPP than in Vanilla (+15 to 30 speed that can hit for 400+ hp damage per turn), so the teleport_player_to spell can't be used too often.

The sad thing is, most of the people trying NPP these days don't win because they are applying the "new Angband powerdiving style" to NPP. I might be updating the UI, but not the gameplay changes that helps out powerdiving. So they take a character with base speed and 400hp and dive to 4000', and they almost always get *mauled* by the NPP monsters down there.
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Old September 11, 2010, 03:39   #25
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Azathoth is a probably about as dangerous as Morgoth, because he is PASS_WALL instead of KILL_WALL.
...and because he shows up 36 levels earlier?
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Old September 11, 2010, 05:52   #26
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Originally Posted by nppangband View Post
The sad thing is, most of the people trying NPP these days don't win because they are applying the "new Angband powerdiving style" to NPP. I might be updating the UI, but not the gameplay changes that helps out powerdiving. So they take a character with base speed and 400hp and dive to 4000', and they almost always get *mauled* by the NPP monsters down there.
That's not sad, it's awesome
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Old September 11, 2010, 11:49   #27
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Back on the famous last words topic..

"Well, I've taken down red, blue, white, black and green ancient dragons, how hard can an ancient multi-hued be?" <zzzap down a resistance hole, tombstone>

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Old September 11, 2010, 18:57   #28
Timo Pietilš
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That's not sad, it's awesome
+1

Need to add some words so that oook doesn't reject this.
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Old September 16, 2010, 16:03   #29
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"I'll have one go at casting Teleport Self, and if that doesn't work I'll use the scroll next turn."
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Old September 16, 2010, 20:45   #30
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I'll just -TO Azriel, he probably won't breathe...
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