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Old October 30, 2019, 02:40   #91
DavidMedley
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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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Old November 3, 2019, 21:50   #92
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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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Old November 3, 2019, 23:39   #93
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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 don't.
I think you'll need to rephrase that
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Old November 4, 2019, 03:58   #94
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Ah, I see it now. Thanks.
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Old November 4, 2019, 04:03   #95
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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 Died more than enough times 15 years ago, so my info may be out of date.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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Old November 4, 2019, 04:09   #96
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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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Old November 9, 2019, 23:07   #97
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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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Old November 13, 2019, 04:41   #98
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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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Old November 13, 2019, 05:23   #99
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Quote:
Originally Posted by DavidMedley View Post
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.
An excellent suggestion, with just two tiny drawbacks:
  1. BR_DARK monsters already resist dark (this is true of all breaths, not just dark)
  2. The damage of this spell was designed for the fact that few things resist it.


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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.
Yeah, possibly that whole section could do with a rethink.
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Old November 13, 2019, 05:24   #100
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Quote:
Originally Posted by DavidMedley View Post
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.
yeah I've been dark spearing wraith pits & it feels a bit odd.

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Originally Posted by DavidMedley View Post
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.
If you have full monster memory it is. I actually like it being there as I don't always remember which trolls are light vulnerable & which ones I've tested.
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