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Old December 10, 2014, 11:11   #21
debo
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All the new classes are super OP so it might be interesting to give the abilities severe consequences, or just give monsters things that are similarly OP. I had ideas but I forget them all.
Oh yeah, one bad idea I had: either make sappers rely on flasks of oil for their spells (so that weight management is an issue) or make it so that the caster can't be in the blast radius of their own spells if they want to cast them. (Even better, have them take full damage if they happen to get caught in their own spells )
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Old December 10, 2014, 15:02   #22
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Oh yeah, one bad idea I had: either make sappers rely on flasks of oil for their spells (so that weight management is an issue)
I like the idea of needing items for certain spells. Flasks of oil sounds cool for sappers, not sure what others would use. Maybe Pyromancers need torches, or something else flammable?

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or make it so that the caster can't be in the blast radius of their own spells if they want to cast them. (Even better, have them take full damage if they happen to get caught in their own spells )
The latter would be cool, but will require more serious studying of the code to implement. I actually don't know how Angband has the player avoid damage from their own spells - I think there's a duplication of player attack vs. monster attack elements, or something kludgy like that.

To be truthful though, I'm not exactly in love with the zany magic system; that was basically me throwing random ideas around.
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Old December 14, 2014, 22:56   #23
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Nice variant, Therem - many thanks!

As others have mentioned, far too easy though.
I died to being double-shotted by Uriel (manabolt followed by fire breath) but, to be honest, by then I had one eye on the telly and was playing by autopilot. I found a rod of detection on dlvl6 which, along with the sniper (b) spell meant I had perfect, whole-level detection almost from the word go. This, combined with the fact that deep descent only drops you two levels, meant I found it hard to descend to a level where I felt remotely threatened (until I died, of course ). Nearly all the levels had a good level feeling, which didn't help - I had to pick up everything!
Also, I found Belthronding on dlvl32 which gave me 1,000+ dpr far too early, although I rarely used it because my melee damage was sufficient (maybe further nerf sniper melee?).
Finally, access to unlimited haste from the very beginning is ridiculously OP!
Without that constant sense of peril, I was curiously aware all along that death was inevitable!
Like I say, good fun though!
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Old December 20, 2014, 15:41   #24
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Less than a day to go!
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Old December 22, 2014, 00:13   #25
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Congrats to elliptic for taking comp 166, and to runner-up hjklyubn. Thanks also to Therem Harth for such an OTT variant
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