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Old November 3, 2017, 22:57   #81
kandrc
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The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
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Old November 3, 2017, 23:11   #82
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Quote:
Originally Posted by kandrc View Post
The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
Yeah, I was actually planning something along those lines.
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Old November 4, 2017, 14:40   #83
Ingwe Ingweron
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Quote:
Originally Posted by kandrc View Post
The only problem that jumps out at me is the case of uniques in a vault. If you simply delete them, the danger of the vault is reduced, perhaps significantly. Then @ can go back and clean up loot without danger. Perhaps, rather than delete, replace with a non-unique monster of similar depth? Or, since uniques are supposed to be more challenging than other monsters of the same depth, perhaps add an extra 10 or so DLs.
Talk about making a high-level mage a super-powered demi-god. Just leave the level and come back, uniques are gone from the vault, replaced by regular, albeit powerful monsters -- Mass Banishment - no more monsters at all - pick up loot at will....
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Old November 4, 2017, 19:51   #84
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Simple solution (though not perfect): block Banish/MBanish/*Destruct* from affecting vault tiles entirely.
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Old November 4, 2017, 21:10   #85
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The more i think about this, the less i like persistent levels.
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Old November 4, 2017, 22:29   #86
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Talk about making a high-level mage a super-powered demi-god. Just leave the level and come back, uniques are gone from the vault, replaced by regular, albeit powerful monsters -- Mass Banishment - no more monsters at all - pick up loot at will....
The idea is to replace them not once the player leaves the level, but when they get naturally generated on a new level. If they never get generated again, they never get replaced. Also what Philip said
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Old November 5, 2017, 06:57   #87
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I am currently seeing occasional disconnected stairs for some reason. Unfortunately I don't notice them until a long time after the fact, if at all, which makes it rather difficult to pin down any common circumstances...
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Old December 30, 2017, 14:50   #88
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persistent levels

I think persistent levels are against the basic idea of the game. I surely vote to remove them and not to develop into that direction. There are much areas the game could be enhanced / renewed in which are much more promising in my eyes.
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Old December 31, 2017, 04:39   #89
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I think persistent levels are against the basic idea of the game. I surely vote to remove them and not to develop into that direction. There are much areas the game could be enhanced / renewed in which are much more promising in my eyes.
I'm not really planning any particular development of this option, except as people ask for it. I don't see any need to remove the option - it's a birth option, nobody needs to play it. It also opens up the design space for future variant creators, possibly including me...
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