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Old September 18, 2016, 23:59   #11
Antoine
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Quote:
Originally Posted by debo View Post
Shelob at speed 20 seems a bit silly for her depth? I routinely meet her at DL5. Wouldn't 10 be enough?
Fair call. You could change line 10694 of monster.txt from

Code:
I:125:20d10:15:25:10
to e.g.

Code:
I:115:20d10:15:25:10
I'll rewrite Shelob after the comp.

A.
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Old September 19, 2016, 04:43   #12
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It's fine for the comp, I was just thinking in general
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Old September 21, 2016, 10:51   #13
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Some more stuff for my to-do list
- Give Priests a 'Turn Undead' spell at about CL10, which can banish ghouls and ghosts
- Allow a 10% chance of successfully reading a scroll when confused
- Make more egos and jewelery drop from about DL 15

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Old September 21, 2016, 14:41   #14
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Out of curiosity, what was the motivation for forking from NPP instead of Vanilla for this project? NPP seems to have a lot of added mechanics that don't really fall into the "minimal" theme.
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Old September 21, 2016, 15:16   #15
Antoine
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Quote:
Originally Posted by debo View Post
Out of curiosity, what was the motivation for forking from NPP instead of Vanilla for this project? NPP seems to have a lot of added mechanics that don't really fall into the "minimal" theme.
Familiarity, really.

I turned off a lot of Npp's bells and whistles. I did retain some gameplay features which I think are a large improvement over V (on balance).

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Old September 23, 2016, 21:56   #16
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So I've been messing around with this a little, and I have to agree that the stat drain problem is a serious issue. The code itself turns off the "store services", which would allow the player to purchase restoration services at the Alchemist. I also note that while the code refers to store services as an "OPTion", it is not exported to the Birth menu (i.e. there is no way to turn it on, other than hacking the code). Does this stuff just not work?
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Old September 24, 2016, 00:13   #17
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Quote:
Originally Posted by bron View Post
So I've been messing around with this a little, and I have to agree that the stat drain problem is a serious issue. The code itself turns off the "store services", which would allow the player to purchase restoration services at the Alchemist. I also note that while the code refers to store services as an "OPTion", it is not exported to the Birth menu (i.e. there is no way to turn it on, other than hacking the code). Does this stuff just not work?
Store services are meant to be unavailable - I implemented this in a quick hackish way.

IMO the best fix to the stat drain problem is to bring !Restoration shallower - I will do this in the next release - feel free to make the change in your copy in the meantime.

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Old September 24, 2016, 00:34   #18
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Quote:
Originally Posted by Antoine View Post
One possible fix would be to (a) close the game, (b) go to line 1317 of /lib/edit/object.txt, which should read:
Code:
A:20/2:40/4
and (c) change this to e.g.
Code:
A:15/2:40/4
making !Restoration native to DL 15 instead of DL 20.
A.
ok, now I'm really confused. I had assumed that the 'A'llocation depths were being cut in half i.e. that if it says A:20 that that really meant dungeon level 10. These numbers are literal? Stat gain potions don't occur until level 40? I thought someone said that there are only 50 levels? Yes/No ?
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Old September 24, 2016, 01:58   #19
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[scratches head]

In fact it seems to be me that was confused.

You should cut in half the depths shown in object.txt. Therefore, a better fix is to change the aforementioned line to something like:

Code:
A:20/2:30/2
Sorry about that
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Old September 24, 2016, 16:03   #20
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Lol I changed it as you first suggested and was fine. Though maybe I was just fortunate to not get drained before 1) getting a rod of detect doors/stairs/TRAPS, 2) getting a ring of might, and 3) potions of restoration starting to drop in the mid teens. Though I've also been playing archery (elves are better with missiles than melee, right?) so I probably didn't melee anything that could have drained me. Well, Ghosts, but who cares about WIS/INT with a fighter?

Honestly right now I'm finding the challenge of Minimal was all in the low levels. Sure I'm still playing cautiously, I'm sure one of the new monsters coming up will give me hell (Pit Fiends I hear, but I have rChaos, and red D's and chromatic D's are to be avoided to the end - yes I read the one ladder post that made it down to 48...) But for now I can plow though pretty much any lone monster without consuming any resources. And pits can be picked apart a few at a time. So my experience is, very tough start leads to cautious play, which leads to tedious level clearing in the mid-game. Probably not the right balance.
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