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Old October 1, 2009, 17:17   #1
dhegler
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Other 3.1.1 thoughts and improvements...

Does it seem like there are not as many rooms in 3.1.1 as prior versions, per level? Or, is it just how the map view looks now?

Also, why doesn't fire do more damage to a cold vortex, or cold do more damage to a red dragon? At least, it does not seem that way?

It seems like there are many more "good" items that drop compared to previous versions... Maybe it's me though. Ego and artifacts seem normal...

I also just cleared a level where I "feel a little lucky" and there was nothing out of the ordinary in it... Other times, it did not seem as accurate as prior versions' "feelings"...
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Old October 1, 2009, 17:47   #2
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I am a mage and just found Paurhach (no FA). It said that my hands did not feel... But all my fail rates did not change. I thought if you were a mage and wielded gauntlets/gloves that did not provide FA, my fail rates would skyrocket...
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Old October 1, 2009, 17:54   #3
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No Effect on fail rate, but a big hit to your mana.
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Old October 1, 2009, 18:00   #4
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gotcha - thanks
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Old October 1, 2009, 19:31   #5
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Does it also seem like there are more "choke points" instead of interconnecting paths room to room? It makes it more interesting... Just wondering if anyone else noticed that.
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Old October 3, 2009, 02:29   #6
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As far as I know, 3.1.1 has not changed any of the dungeon generation code, in terms of level size, choke points, or anything else.

There are some changes in HEAD that would affect this.
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Old October 20, 2009, 02:18   #7
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This seemed like as good of a thread as any to hijack

R1626. A Rod of Probing says 'probed monster' has xxx HP, that's all. But that's not all. You gain quite a bit more info on your enemy. Perhaps is should read something like You feel that you know more about 'probed monsters'.
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Old October 20, 2009, 12:55   #8
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I'll continue...

I realize how Kelek's changes the game for a mage... But it has to be too tough to find as is now... I finally found it on dlvl 80 or so.

Also, what about uniques giving an x% better chance of getting an artifact than if it were randomly generated on the level? Maybe that would help find a few more at low depths, where they are really exciting, as I find them like candy at lvl 80+.

Maybe I'm wrong, but at lower levels, I must have found 90% armor artifacts until I hit about dlvl 40 or so when it started to generate some weapons... Even the cruddy daggers weren't generated until later. Maybe it is just how the dice rolled for me this game, but I used to have better balance.

Vaults - could they generate at least x artifacts per vault, depending on size? I have had some that gave 3-4, including monster kills, and others that produced 0.
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Old October 20, 2009, 17:46   #9
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Quote:
Originally Posted by buzzkill View Post
This seemed like as good of a thread as any to hijack

R1626. A Rod of Probing says 'probed monster' has xxx HP, that's all. But that's not all. You gain quite a bit more info on your enemy. Perhaps is should read something like You feel that you know more about 'probed monsters'.
I could also imagine it reporting the number of hit points, and then jumping to the recall screen. What do you think?
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Old October 20, 2009, 19:41   #10
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Quote:
Originally Posted by d_m View Post
I could also imagine it reporting the number of hit points, and then jumping to the recall screen. What do you think?
I'm not 100% sure how it works. I don't believe it asks for a target, so it seems to me that it may probe all monsters within line of sight (in which case multiple recalls would be a deal breaker), and IMO make the item too good. (but that's just me, rods and wands should be aimed, staffs should have area of effect or effect self).

Additionally, HP's would probably be low priority. Resists and attacks would be at the top of my 'need to know' list. I personally have no problem with having to 'look' and 'recall' post probing.

Anything would be better than the current message. I was so used to 'of probing' being crap, that I tossed it away once before realizing what it does. Actually, it's now extremely helpful for a 'deep dungeon novice' playing a comp character with no monster memory.

... and can we finally make the monster memory portable. I don't think that anyone ever had a serious objection to the idea, it just never gets done.
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