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#21 |
Rookie
Join Date: Feb 2017
Posts: 24
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I think the right take on the previous situation of having a large number of wands and such that effectively do nothing was not to try to make them do something, but instead to get rid of them so that you're not seeing so much junk in the dungeon. Giving the player even more types of powerful consumables doesn't improve the game. The player needs nerfs, not buffs.
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#22 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 49
Posts: 2,074
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i think we are looking into giving both player and also everything else buffs, in varying amounts.
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#23 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
(That will, incidentally, probably require removing some tools from monsters as well; mass- and chain-summoning being the most obvious problems) Replacing the wands with more equivalents to the Scroll of Monster Confusion gets my vote as a simple solution that we can probably do right now. The only problem with it is that now applying a status effect requires two turns -- one to read the scroll, one to hit the monster. But that can easily be handled by balancing the power of the status effects, which is something we're working on anyway. Maybe down the road we can add chuckable potions that apply a weaker (or shorter-duration) status effect but only require one turn to use. |
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#24 |
Rookie
Join Date: Feb 2017
Posts: 24
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Improving monster behavior, e.g. reducing their extreme susceptibility to stealth, better pathing/AI (which seems to be happening), is good. You got to stretch out the timescale encounters evolve on. Axe the high impact, instant effects (summoning, banishment, all kinds of teleportation, destruction). Reduce the player's control over situations. No-save monster statuses go the wrong way on that.
edit: didn't see the derakon post before hitting post. Teleport other removal sounds good. |
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#25 |
Knight
Join Date: Jan 2017
Posts: 931
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Actually I think teleport other is a great candidate for allowing a monster save.
I just want to say that in 4.0.5 status effect wands/spells aren't completely useless, they just pale in comparison to hitting things with your sword in most instances. |
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#26 |
Knight
Join Date: Jan 2017
Posts: 931
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Two clarifications on the minor build issues I reported in the last thread -
The build process creates 'score' and 'save' directories in /lib/user/ but the game looks for them in /lib/ running version.sh in /scripts/ doesn't seem to create a version file in the root directory. |
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#27 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,369
Donated: $60
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From the old thread:
Quote:
![]() Although I have just looked at my original plan post, and monster list is firmly under 4.2. I will consider further. What do others think?
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#28 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 49
Posts: 2,074
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back to the bugs.
if i try to squelch a cursed weapon, such as Sword (+0,+0) [cursed] i will get the message "squelch all non artifact swords?" because the game sees the cursed sword as an Ego weapon. |
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#29 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,369
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#30 | |
Knight
Join Date: Jan 2017
Posts: 931
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Quote:
![]() Although that does remind me, remove curse has some strange behaviour where you can remove unidentified curses sometimes and not others, which acts as a free pseudo-ID. I haven't been able to pinpoint the exact circumstances where this happens, but it's a wrinkle to be ironed out. |
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