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Old August 31, 2012, 15:40   #71
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Quote:
Originally Posted by debo View Post
Although I guess you could just "buy" a better attack bonus on the bow...
Yes, this is the reason -- it would duplicate the to-hit bonus but be more confusing.
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Old August 31, 2012, 16:02   #72
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Quote:
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Yes, this is the reason -- it would duplicate the to-hit bonus but be more confusing.
I guess I was dreaming of a longbow that was something like

(+3, 1d11) <+4>

where the +4 is an archery bonus
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Old August 31, 2012, 22:40   #73
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In a previous episode you wondered whether piercing arrows (or arrows with song of sharpness) are more likely to break. They are. This is because they are more likely to hit a wall (after going through monsters) and that hitting a wall doubles the breakage chance (from 20% to 40%, or from 10% to 20% if you have careful shot).
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Old September 4, 2012, 23:47   #74
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Sorry for the delay -- it's entirely half's fault for releasing 1.1 on the night I was supposed to record this

I've been asked to stay spoiler free, so I won't say what happens here except that it's worth watching (imnvho).

http://www.youtube.com/watch?v=2oQRdZjgiWQ
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Old September 5, 2012, 11:31   #75
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I'll try to wait 24 hours before posting anything in response...
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Old September 8, 2012, 13:12   #76
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(That's probably long enough to avoid spoiling those that care...)

Great work in that last episode! It was a bit shocking to see how powerful archery was. It reminds me of my first archery winner (pre-release), but we have limited archery a bit since then. We'll definitely have to do something about that. The trick is balancing regular archery when walking around the dungeon with archery against a specific target where you can prepare the field somewhat and are happy to use up some serious resources. I think that Crippling Shot is a particular culprit, as is Flaming Arrows.

Regarding a couple of your comments:

Morgoth radiates light because he is wearing the crown with three 7-radius light sources in it. When he drops it, he stops radiating the light, but the crown on the ground keeps shining. When you cut out the Silmarils, it stops, but they keep radiating etc. Hard to see this in an ASCII game!

Regarding Gorthaur, have a look at the lower depths in monster.txt. There is one 'level 25' monster: Morgoth. There are four 'level 24' monsters, all of which are uniques: Gorthaur, Gothmog, Glaurung, Ungoliant. Two of these are generated each game in the throne room on certain squares. So by default, you only see two of the four each game. However they each also have a greater vault where they can be found (and possibly slain), so you can even potentially kill all of them beforehand, making the throne room easier. You can also encounter them using multiple sources of Danger.

Regarding the effect of Concentration being broken by arrows that go too far, that is a (minor) problem and I've made a note of it.
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Old September 8, 2012, 13:47   #77
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You can also encounter them using multiple sources of Danger.
Scatha pointed out to me that this is incorrect: we specifically blocked this in the code for the level 24 monsters. It is only the greater vaults and the throne room. That said, danger will get you more of the level 23 monsters, which are also pretty tough!
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Old September 8, 2012, 14:31   #78
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Note however that if you have a source of danger when you enter the Throne Room you can expect to meet all of the surviving level 24s!
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Old September 8, 2012, 15:38   #79
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Quote:
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Morgoth radiates light because he is wearing the crown with three 7-radius light sources in it. When he drops it, he stops radiating the light, but the crown on the ground keeps shining. When you cut out the Silmarils, it stops, but they keep radiating etc. Hard to see this in an ASCII game!
Not necessarily. Ever win Dungeon Crawl: Stone Soup? The Orb of Zot radiates a magenta-dark magenta light that 'pulses' in waves outward from you at a rate determined by in game time passing. Silmaril light could be a special colour/effect.
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Old September 8, 2012, 15:47   #80
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Nice one debo, you made it look ridiculously easy.
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