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#121 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,189
Donated: $40
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Jump deliberately sets off a trap. Can be useful if you are looking for the stairs down.
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#122 |
Prophet
Join Date: Apr 2008
Posts: 2,846
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Hmm... I've tested "Moves +1" and find it completely overpowered -- it's basically having the same as +10 speed which is way better than wearing two rings of escaping without the drawbacks. And you can just kill stuff with hit & run... Maybe the move bonus should be halved?
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#123 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 631
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Yes. To good. Also ruins competitions on turncount. Might be ok if it was as rare as BoS +10
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#124 |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 424
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@PowerWyrm
I found early randart boots with +2 or +3 Movement Speed in version 4.2.0. I don't know if that is changed or not but it completely broke the game and I said goodbye to randarts that day. Randarts were (and still are) already super powerful even without items like these. |
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#125 |
Knight
Join Date: Oct 2019
Posts: 964
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#126 | |
Knight
Join Date: Jan 2017
Posts: 862
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Quote:
Moves +1 to become move speed +10 Attacks +1 to become attack speed +10 etc |
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#127 |
Prophet
Join Date: Apr 2008
Posts: 2,846
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In gauntlet_gen():
Code:
int x_size = (z_info->dungeon_wid - gauntlet_wid) / 2 - randint0(45 - gauntlet_wid);
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#128 |
Adept
Join Date: Feb 2018
Location: London
Posts: 138
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#129 |
Apprentice
Join Date: Jan 2019
Location: Alberta
Posts: 89
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It Breathes. You die. |
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#130 |
Rookie
Join Date: Jan 2019
Posts: 18
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I don't understand how the + movement speed bonuses are that powerful. Even if you are using fewer turns to move away from an enemy you are still using more turns than if you just phase door (relative to distance gained.) Sure phase door can end up being sealed by the terrain such as if it is more likely to drop you in a worse spot, but that is beside the point.
Speaking of things that I think are overpowered it would be the mage spell Thrust Away. It sends an enemy flying unless they meet a wall of some kind and ends up stunning most of them. I just beat Morgoth where I never had to move. I used mana storm on him till he got a few spaces away, knocked him back, he ended up getting stunned, then he would get hammered by me on his way back. He got off about four storms, a couple of bolts, and two summonings before he died. The rest of the time was him helplessly trying to close the distance. Another one would be Dimensional Door which allows a mage to teleport anywhere they want. Before I had banish or mass banish spells this alone allowed me to deal with Qs with impunity, also to effortlessly snatch floor objects I detected with enlightenment potions on the turn after I knew about them (mostly, as there is some risk involved of being hit where you land, but I actually wasn't hit by anything nasty doing so.) Last edited by Raerick; November 4, 2020 at 19:51. |
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