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Old April 7, 2017, 13:50   #61
Pete Mack
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I don't think that would properly be a unique, however. As I recall, they come in hundreds.
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Originally Posted by HugoTheGreat2011 View Post
Future Unique:
How about making a namesake unique named Hugo the Great or Hugo the Tonberry...that moves like the Zombified J and hits *extremely hard* for *YUGE* damage in the late game?
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Old April 7, 2017, 14:32   #62
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Quote:
Originally Posted by Pete Mack View Post
I don't think that would properly be a unique, however. As I recall, they come in hundreds.
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Old April 7, 2017, 16:45   #63
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So rod:beam of light damages everything now? deliberate change or bug?

Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't

Last edited by wobbly; April 7, 2017 at 17:14.
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Old April 7, 2017, 19:17   #64
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Originally Posted by wobbly View Post
So rod:beam of light damages everything now? deliberate change or bug?

Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
that was true in past versions too (5.0.x for sure)
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Old April 8, 2017, 02:45   #65
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Originally Posted by wobbly View Post
So rod:beam of light damages everything now? deliberate change or bug?

Edit: So my rod:beam of light does damage non-light sensitive, my wand:beam of light doesn't
This has always been the case. There are two kinds of light damage: "weak light" (as from a wand of light, staff or spell of illumination, or staff of starlight), which only damages light-vulnerable creatures like orcs, and then normal "light" (as from the rod of beam of light, the staff of starburst, the hound/dragon breath, etc etc etc) which damages everything and simply does MORE damage to light-vulnerable things.
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Old April 8, 2017, 07:11   #66
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Ah ok the rod & the wand have the same name, so I've always assumed their the same. Thanks.

That juggernaut of Khorne guardian, it'll just sit there if you use a shooter.
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Old April 8, 2017, 08:17   #67
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giving recall access to all dungeons from the start allowing you to bypass the guardians
What do guardians achieve though? The player shouldn't be stopped from going to DL60 before they can survive 450 damage breath attacks, that encourages boring and safe play. It's not like you can't dive in Angband to DL98 at level 35 if you want to. I removed dungeon guardians from my copy of the game, I think they are actively bad for gameplay.
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Old April 8, 2017, 08:41   #68
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What do guardians achieve though?.... I think they are actively bad for gameplay.
I think Chris wanted to reduce the likelihood of becoming too powerful too early in the game. i.e. game balance in his terms. What can I say.... But also, the entrance guardian idea came from me, apparently. Why? This was actually a normal part of Zangband 2.7.4-2.7.5 and Z+Angband dungeon encounters. e.g. think of Great Wyrms guarding a dlvl 80 dungeon. I was impressed about the idea because it added suspense and strategic component to the game to make players pay attention more. I liked the idea ever since Chris implemented those entrance guardians. That said, to each their own.

On a different note, here's a YouTube of the Running the World Map bug (i.e. SHIFT+DIRECTIONAL KEY on the WORLD MAP) I found in 6.0.3 (probably in all older versions of PosChengband too):

https://youtu.be/dxO-EramlvY?t=1m52s

Notice that doing this doesn't probably elapse Game Time (look at how I get to Mt Olympus and then "cross country", etc.) and, more significantly, DOESN'T trigger wilderness ambushes at all!!
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Old April 8, 2017, 15:38   #69
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Dungeon guardians do the opposite: they force you to become powerful too early in the game.

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Originally Posted by HugoTheGreat2011 View Post
I think Chris wanted to reduce the likelihood of becoming too powerful too early in the game. i.e. game balance in his terms. What can I say.... But also, the entrance guardian idea came from me, apparently.
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Old April 8, 2017, 19:59   #70
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Dungeon guardians do the opposite: they force you to become powerful too early in the game.
It's true: dungeon guardians force the player to go more slowly and level up in safer areas instead of e.g. diving straight into Dragon's Lair as soon as they own a -detectmons

I think the removal of the (pretty inaccurately named) ironman_quests option does this too. If you can't leave a random quest without failing it, you're encouraged not to go down to the quest floor in the first place until you're strong enough for every possibility, whereas before with the option enabled you could potentially dive much deeper into Angband and only stop when you found a quest monster you couldn't fight.
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