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Old May 8, 2014, 06:37   #61
WaveMotion
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Quote:
Originally Posted by Patashu View Post
Also floors and ceilings, since they're made of the same material as walls.
Nether worms cause Dwarf Fortress-style cave-ins, future V-killing secret tech
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Old May 8, 2014, 08:08   #62
locus
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Quote:
Originally Posted by BlueFish View Post
Nether worms should destroy forges they walk onto.
Green worms should destroy items on the ground.

At the very least, wolves should eat any strips of dried meat they find on the ground. They should pathfind to them, too, so you can use meat as a decoy.

Let me dip meat in potions of poison and use that as a means of killing wolves and a secondary use for negative potions.
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Old May 8, 2014, 08:49   #63
krazyhades
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Quote:
Originally Posted by locus View Post
Green worms should destroy items on the ground.

At the very least, wolves should eat any strips of dried meat they find on the ground. They should pathfind to them, too, so you can use meat as a decoy.

Let me dip meat in potions of poison and use that as a means of killing wolves and a secondary use for negative potions.

This is supposed to be a BAD ideas thread...
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Old May 8, 2014, 11:13   #64
wobbly
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Bane need to be expanded. I'll be the first to play the mighty hero:

Eldhor mold-bane
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Old May 19, 2014, 15:15   #65
Infinitum
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Orc and Easterling civilians (smiths, scouts, craftsmen etc) should appear in the entire dungeon. Since hunting down shouters is annoying (as anyone that have ever tried to use the 100' forge can attest to) their behaviour should be changed so that they panic very easily/immediatly, at which point they'll retreat screaming through the nearest staircase, causing a patrol to show up a few turns later.

Would make angband feel more like a fortress where beings actually live and less like an infested hole in the ground, and would also introduce MORAL CHOICES for the player murderhobo/character.
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Old May 19, 2014, 15:36   #66
HallucinationMushroom
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Inventory storage system that uses a grid system, like Diablo, with no stacking of similar objects. 6x10.

Also, weapon degredation for all non artifact weapons... and maybe even some of those too. I'm looking at you, Narsil.
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Old May 19, 2014, 16:14   #67
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Originally Posted by HallucinationMushroom View Post
Also, weapon degredation for all non artifact weapons... and maybe even some of those too. I'm looking at you, Narsil.
Your Shards of Narsil is now the Shard of Narsil.
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Old May 19, 2014, 17:36   #68
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You could start out with the fully-statted sword with awesome abilities, but every time you used it there was a chance it'd break and lose some fraction of its power. Eventually you'd end up with a 1d1 hilt that gave you some tiny ability or stat bonus.
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Old May 19, 2014, 17:48   #69
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... and that's how the hilt of Narsil became my horse's gear shifter.
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Old May 19, 2014, 21:23   #70
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Every time you steal a Sil from Morgoth, you are immediately teleported to the top of the dungeon, and have to trek all the way down to the bottom again to steal the next. It's called "longer gameplay experience"!
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