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#1 |
Angband Devteam member
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Hallucinate for HOW long??
(With apologies to Timo.)
I just tried a mushroom of emergency for the first time (unIDd). All well and good - but I just sat waiting for about 5000 turns for the hallucination to wear off! That's quite a bit longer than your average chaos breath. |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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It's a big problem with all the mushrooms. Either the bad effects are too bad (stoneskin) last too long (emergency), or the good effects last too little (clear mind, true sight). The only mushrooms worth keeping are debility and vigor. Debility is way overpowered also. It should do something like restore 50-100 SP, not SP to full.
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#3 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Once it's ID'd, eating a mushroom of emergency becomes voluntary (therefore avoidable) and eating un-ID'd mushrooms is pretty stupid. It's powerfully good too (at least in the early/mid game), but 5000 turns does seem excessive. Maybe the period of hallucination could be directional proportional to the amount of healing obtained. Maybe 1d10 (normal speed) player turns hallucination for every 1 HP healed. This would make them more palatable to characters with far less than 300 HP's.
I sometimes carry these in lieu of healing potions (early), and they are almost always followed in short order by finishing off the battle/unique I was working on, and then a recall.
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#4 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
There was that one game where the BM sold me 9 mushrooms of debility, that was nice. |
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#5 |
Knight
Join Date: May 2009
Posts: 560
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I agree, the problem with mushrooms are the excessive rarity and terrible drawbacks.
mushEmergency are nice, but the hallucination just leads to more emergencies... if you're fighting a summoner or need them in a crowd, well it's over really, you have to recall or escape, they are almost not worth using after a certain point. Now make mushrooms kinda rareish on the floor, that's fine. I'd assume they would be eaten by monsters or not find a good place to grow. Maybe add a DROP_MUSH flag to monsters, so that things like molds, mushroom patches, etc drops them. I know this has been suggested before. Maybe stat gain mushrooms too, or hell, make randomized mushrooms. Debilitating mushroom of Mana (current debility) Brawny mushroom of stupidity (+str, -int) Cosmic mushroom of healing (short hallucination, !heal effect) |
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#6 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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If molds and slimes dropped 'shrooms or other edibles, it would give us a reason to kill them occasionally.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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It would also completely reverse the valuation of slime pits.
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#8 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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This blew my mind. You're right.
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#9 |
Angband Devteam member
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Hmmm. It's no different to quaffing un-ID'd potions, and a great deal of work by a lot of people has gone into making ID-by-use viable and, er, not stupid.
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#10 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Maybe it's just my perception, but it seems to me that mushroom more so than potions, have a high ratio of bad:good, and ID by use hasn't changed (the process of IDing) at all with regards to potions and shrooms.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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