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#21 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
Having a flag that just reverses a monster's movement from normal (which AIUI is all that frightening a monster does) might be a reasonable thing to attach to caster monsters, though. |
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#22 | |
Adept
Join Date: Apr 2016
Age: 51
Posts: 138
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Quote:
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"This has not been a recording" |
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#23 |
Swordsman
Join Date: May 2016
Posts: 330
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OMG monsters that run away are horrible. If you want to annoy the player, make the game crash every five minutes, easier to do and just as fun (maybe some monster with RF_ANNOY should trigger the crashes
![]() Also, if you guys reduce the size of levels in early game then you won't need so many multi hued centipedes... |
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#24 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,007
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Borrowing from FAAngband, one change to monsters could be to include neutral monsters. Not only most townfolk, but also some of the other "p" that @ meets in the dungeon. Neutral, unless @ attacks them. Also, it could be interesting if Maggot could be negotiated with, rather than wantonly attacked, in order to obtain his drop.
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#25 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Quote:
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#26 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,668
Donated: $60
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Nice ideas everyone, largely tallying with some of my thinking. I haven't had a chance to respond until now, and will be brief now, but there are a couple of things I wanted to mention:
I'll say a bit more when I have time.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#27 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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Quote:
The biggest problem I ran into was that at the higher levels it was just too dangerous to kill anything. The monster difficulty in angband is set up so that the late game monsters (not even considering non-unique) are supposed to be handled 1v1. Only the most powerful of characters (probably with immunity) can handle more than one great wyrm at once, and I'm not sure if any can handle more than one great wyrm of balance/chaos/multi-hue. The weaker monsters mainly serve to isolate the stronger monsters, so that you usually only have to deal with one or at most two at a time. Also, the weaker monsters do play an important role in providing a lot of the consumable drops (stuff like !CCW and ammo) so if you cut them from the lower levels, you really need to prop those drops up artificially. There's a lot of ways to fix this. Evening out the monster distribution somewhat along with shortening the number of levels would help make this work. |
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#28 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,999
Donated: $40
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I was considering some soft model like P = P0*ML/DL when DL >= ML. So there are still plenty of level 50 monsters, but not many level 20 and extremely few level 1 when deep in the dungeon. If you want a steeper decline, use P = P0*1/(DL-MIN(C*ML, DL-1)), where C = a scaling number somewhere between 1 and 2. (2 makes DL 50 monsters likely at CL 100, 1 makes them unlikely, reduced in relative frequency by a factor of 50.)
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#29 |
Prophet
Join Date: Apr 2008
Posts: 2,832
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For PWMAngband I just added a second chance at harder monsters to be generated: if the depth of the generated monster is less than half the dungeon level, it gets rerolled and the strongest of the two gets kept.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#30 |
Prophet
Join Date: Apr 2008
Posts: 2,832
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Any idea why Time Hounds have speed +20 while the two other hounds (nether/plasma) that are totally identical except their breath have speed +10? This really sounds like a typo to me, and the monster revamp could clearly address that issue.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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