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#61 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 542
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WOW EXCUSE ME BUT IM SHOCKED AND APPALLED!!!~
i never thought id hear such foul language on the peaceful angband forum,, SHAME on u timo
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~eek Reality hits you -more- S+++++++++++++++++++ |
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#62 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
More than that instant death bothered me was that it removed one major tactical aspect in the game. I used to use luring the monsters where I wanted them to go a lot before. If someone remembers I told how I used to use luring tactic to get rid of too-difficult to handle -monsters from open GV:s. Crown GV especially when that was accidentally marked as LV and was very common. I lured those to follow me, teleported to other side and walked in. Removing that made game a lot less interesting to me. That instant death (which BTW happened way sooner than I expected) was just the proverbial straw that broke the camels back. |
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#63 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
1) Lower MAX_SIGHT, and the value at which monsters can attack, so that any monster with a ranged attack has vision >= MAX_SIGHT 2) Raise the vision of all monsters with a ranged attack so that they are >= MAX_SIGHT. 3) Lower the value at which monsters and player can attack so that any monster with a ranged attack has vision >= to MAX_ATTACK_DISTANCE I think 3 is what you want. Right? |
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#64 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
That's how I rationalize their behavior to myself. Otherwise it doesn't make much sense that every monster in the dungeon that is awake and you are in the field of their detection range is automatically aware of your position regardless of your stealth. 3 is correct in that that is what it used to be (attack range was two grids shorter than your visual range). |
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#65 | |
Swordsman
Join Date: Jun 2007
Posts: 292
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Quote:
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