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#91 |
Knight
Join Date: Oct 2019
Posts: 964
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Rubble
Rubble seems OP heh. Whenever I see a room full of rubble, I get excited! Item chance probably needs to be about 10% of what it is now.
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#92 |
Knight
Join Date: Oct 2019
Posts: 964
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This goes back a while, I know, but the items and spells that don't allow a monster "saving throw" are just so much better than those that do. This really needs to be flattened out somehow or a big chunk of the items in the game are just trash.
I could be wrong - I'm not an Angband strategy expert - but that's how it looks to me. Last edited by DavidMedley; November 4, 2019 at 03:57. |
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#93 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,757
Donated: $60
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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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#94 |
Knight
Join Date: Oct 2019
Posts: 964
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Ah, I see it now. Thanks.
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#95 |
Knight
Join Date: Oct 2019
Posts: 964
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Free Action
I get Free Action as soon as possible and never let myself be without it thereafter. Died more than enough times 15 years ago, so my info may be out of date. But it just seems like the one that resist you can never be without for a huge chunk of the game. Does it have to be this way? A lot of other games give "stun resistance" after being stunned, which is what they call Angband's version of paralyzed. Could a mechanic like that be used to prevent monsters from chain-locking you until you're dead?
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#96 |
Knight
Join Date: Oct 2019
Posts: 964
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It's kinda like the discussion we were having elsewhere about Protection From Evil. A monster with the ability to paralyze is super fucking deadly unless it doesn't work and then it never works. Very all-or-nothing.
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#97 |
Knight
Join Date: Oct 2019
Posts: 964
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Back on the Necromancer
Read Minds is incredibly powerful. Does it map radius (PL/10)d(PL/10+1) squares around each mind read? It would be awesome if the in-game description added that it starts at level 10.
"and then, *starting at level 10* maps in a region around them" * my addition |
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#98 |
Knight
Join Date: Oct 2019
Posts: 964
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Dark Resist
There's no such thing as dark resist for monsters, right? Because there were no player darkness attacks until Necros? I'd suggest starting with the following:
- Anything that is hurt by bright light - Anything with spell: DARKNESS or BR_DARK Looking through monster.txt, I'd guess that would put prevalence in the vicinity of other monster resists. Also, it'd be awesome to remove "bright light" and "rock remover" from monster resists in recall, which is redundant. Leave it only in the "hurt by" section. This is how the monster files are written anyway, so it's curious that they ever came to be written this way in recall. |
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#99 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
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Donated: $60
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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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#100 | ||
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Location: Adelaide, Australia
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