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Old July 28, 2018, 01:18   #21
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So we start after the Nazguls. The more we can shift into postgame the better. That's wolves?
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Old July 28, 2018, 01:29   #22
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So post game stuff needs to sit right where it can OOD & stop the player scumming the last levels
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Old July 28, 2018, 01:54   #23
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So Saruman becomes rare, we let the giants come out of order & the Nazguls leak from above. Orc uniques going in there places and maybe provide soft pts to a hard game. We keep the town of Bree, take Bill Ferny
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Old July 28, 2018, 02:09   #24
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Ok I think that's a plan then. Try and draw the main theme at rarity 1 and then let things that do but don't belong leak from other rarities
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Old July 28, 2018, 02:50   #25
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So rarities add. 3x1 is 1 in 3. 3x1 + 1x3(rarity) is 1 in 3 & 1/3. So a 3 rarity is 1/3 as expensive

I don't know for some reason I think this can sort of:

Code:
   
                .
               ...
            .........
But haven't thought it through
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Old July 28, 2018, 04:56   #26
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So if I take that triangle and start rotating it around an axis (e.g. progressions in dlvls) it'll ?? I have no idea even though I'm planting the pattern
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Old July 29, 2018, 07:21   #27
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Was talking to Quirk & it sounds like taking Sil's song code will be difficult but I think I can just make chants status effects for now? So remove the scrolls of blessing, protection from evil. etc. & just make them paladins thing. So it'll be the old warrior with something like the early priest books, just chants. Bless, protection from evil, heroism, light.. Guess I'll change the name of heroism as I want to keep the potions.

I suspect I wasn't just rambling above with the rarities, if I can do that then if I look at the list afterwards a monster should have a kinda probability light radius. So you should be able to see what's most likely to show up with it. It's probably just too hard to do in 3 dimensions. So I'll get it in 2 first & look if I can shift things to get the Left <-> Right axis (depths) the right pattern.
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Old July 29, 2018, 12:25   #28
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So I was hesitating over looking at water in the FA code but when I thought about songs.. Maybe the best place to steal code for a V-variant is V itself? So I just need to find how far Nick spread lava into the code & how funky cloning it for water behaves.

So clarifying a few things: I'll try & follow the books for positioning but I'm not doing wilderness. V lives with birds in a dungeon & others with trees. The Phial will be deeper then Moria but the forest & Galadriel wont actially be there. Moria as a game was only 2 light right? Well this wont: Paladins, Sting etc. but I'll try & shift big light latter.

Theme wont be hard & fast. Just pull the tolkien forward into foreground, non-tolkien into background. Movies live with a small main cast, they just don't let extras steal the show.

So the 3 probability lines gives me something akin to rope metaphors (use music or harmonics if you prefer.
1 line for main actors (the small part I want to fatten)
1 scenary monsters (that'll be a balance line when I have stuff to balance)
1 for history aka. yeeks. Fattest line needing the biggest probability shift
Medusa can go to hell
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Old July 29, 2018, 19:10   #29
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So started & all I've done is move a bunch of stuff & make somethings rarer in the 1st 10 depths & already it looks more like Tolkien. It's mostly 'p's so far but they obviously count.
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Old July 29, 2018, 21:44   #30
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Shrunk the early levels, it'll transition back up to level 15. I got a monster pattern I liked. I'll shift it up 1 level & level 1 will have just 2 native monsters. I'll substitute something for Nazgul at weathertop. Soldiers are good, there is a war or 2. Need a symbol for trees. Sil plants are & , I'd like to use that. What is it in vanilla, chests?

Amusingly removing phase from the early game makes gold drop instead, will look at that. Then I'll do up to the Balrog, remove XP penalties(it is meant to be coffee break) & if it still works, I'll have a 1st alpha.

I'm enjoying the lack of phase. Fixes a bunch of things. Like the armour doesn't matter issue
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