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Old July 3, 2010, 07:59   #21
Derakon
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What does your character sheet say about your melee damage bonus, though?
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Old July 3, 2010, 16:15   #22
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Same with 50 weaponmastery as with 0.
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Old July 3, 2010, 20:07   #23
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+hit is extremely important with the inflated armor classes in ToME. Removing monster leveling may change that.
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Old July 5, 2010, 15:35   #24
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Okay... I am finding myself generally unhappy with the changes I've made, so for now I'm retiring TFork. I figure for now I'll work on something less silly, like Strawberry or maybe a modification of OAngband. Or maybe I'll see if I can do anything with Z+. Whatever, I'll experiment. But right now TFork is as good as dead.
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Old July 6, 2010, 04:02   #25
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*sigh* I can't help myself. I need to sharpen my programming skills on *something*. I'm giving it another go. Thus version 0.2, rewritten again based on 2.3.8-ah. Tactics are back, bolas are out, and a bunch of other mods are in. I should have it uploaded later tonight.
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Old July 14, 2010, 16:53   #26
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Or make a TE4 game ?
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Old July 14, 2010, 22:59   #27
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[QUOTE=Therem Harth;36466]*snip*Antimagic no longer provides trap detection, *snip*

How are Antimagic-users supposed to detect traps ? Searching ?
Sounds like a suicide skill now. Unless you also remove the bad traps, of course.
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Old July 15, 2010, 05:59   #28
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Yes, Searching. I actually made it useful.

Though the antimagic changes are going to be (again!) canned in the next revision, because I'm nuts and can't decide on any steady direction.
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Old July 15, 2010, 06:38   #29
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One of the issues ToME 2 has is that many abilities that grow naturally to quite high levels in other variants require extensive skillpoint investments to become usable instead. The vast majority of ToME characters have absolutely lousy searching and disarming, because it'd cost a crapton of skillpoints to get them to the point they'd be remotely reliable, and rods/spells of detection and disarming make entirely adequate substitutes (you need to pump magic device use a bit anyway to use artifact activations and junkarts, which you'll assuredly want to be able to use).

In other words, before nerfing something, make certain that your compensation actually compensates.
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Old July 15, 2010, 17:24   #30
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There's also the fact that Trap Detection/Destruction for Anti-magic users is 100%. With traps that can randomly scatter *ALL* your equipment around the whole level anything less than 100% is useless.

EDIT: All your *equipment* not all your *items*. Still...
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