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Old June 20, 2012, 16:29   #31
LostTemplar
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saved off and kept when the player goes out of range, and some will disappear and be regenerated if necessary.
You can save random seed, so terrain layout will allways be the same, but monsters/items can be saved for a while and be forgotten, if player goest too far away.
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Old June 21, 2012, 11:42   #32
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Originally Posted by LostTemplar View Post
You can save random seed, so terrain layout will allways be the same, but monsters/items can be saved for a while and be forgotten, if player goest too far away.
Good point, I may use that trick sometimes. I haven't yet decided exactly how much persistence there will be.
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Old June 21, 2012, 15:51   #33
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I've been wondering lately what effect extending a low device failure to scrolls (to reduce escape reliance) & temporary resistance to potions with use (so you can heal in an emergency but not overly rely on it). would have. I'd rather escapes weakened then have a viable strategy completely removed from the game.
I'd rather have them removed than given a failure chance. It will be less frustrating in the long run. The thing with the potions sounds interesting, though.
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