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Old November 25, 2014, 11:12   #11
half
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Originally Posted by Derakon View Post
If you want to slow down digging spells, the simplest method would be to have them degrade the rock iteratively. So you'd go from a Granite Wall to a Cracked Granite Wall to Rubble to empty space. Magma veins could be dug through in one cast, quartz in two.
This is basically the Sil approach. We go from wall to rubble or rubble to floor. So it takes two turns to dig through a wall. Digging is only possible with special digging items and digging through granite is only possible with magical ones. As of Sil 1.2, we just check inventory for a digger, rather than requiring that you spend keystrokes and turns wielding it.

I actually got the two turn idea from Dungeons of Doom, a very old Mac roguelike, which had pushable boulders as the intermediate step rather than rubble, which was quite fun and interesting.
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Old November 25, 2014, 13:25   #12
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I thought bare fists were enough for that
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Old November 25, 2014, 18:15   #13
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but don't like it for scummy purposes such as anti-summoning corridors.
To each his own, I consider preparing pillars and ASCs essential and fun tactics. The current turn cost is already quite enough of a cost, making it both multi-turn and multi-phase seems pointless.

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There is something enjoyable about shaping the terrain in preparation for battle, though.
Yes. And speaking of which, let's bring back the wand of wall building. God, that thing was fun. Maybe with the added enhancement that the walls are "thin" and can be broken though in a few turns by monsters, or that they are not stone but magical force fields and expire in some number of turns.
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Old November 25, 2014, 19:34   #14
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Seconded re: wall building wands and force fields. Of course, if experience with Starcraft is any indication, any race that can make use of force fields is likely to be OP...
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Old November 25, 2014, 20:21   #15
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Seconded re: wall building wands and force fields. Of course, if experience with Starcraft is any indication, any race that can make use of force fields is likely to be OP...
Pfft. I'm just waiting for the Wand of Infestation.
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Old November 26, 2014, 00:46   #16
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I'd like to strongly second the concept of checking the inventory for a digger (maybe using the best one if multiple exist) rather than requiring diggers to be wielded.

Also, with the auto-repeat mechanic and what's been noted re: the efficacy of just using heavy weapons even going through granite, I think for diggers to be relevant, you really just shouldn't be able to dig with a regular weapon (unless it is specially enchanted).
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Old November 26, 2014, 03:24   #17
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imo get rid of diggers, replace with rocket launchers that can blow holes in rock. Problem solved.
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Old November 26, 2014, 09:38   #18
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Pfft. I'm just waiting for the Wand of Infestation.
Hahahah...."You wave the wand of infestation, the room fills with lice!" --more-- "The lice eat up the Great Wyrm of Chaos!"

Take that, stupid GWoC.
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Old November 27, 2014, 00:10   #19
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How about digging takes several turn, as described ay someone earlier in the thread. Granite > Cracked > Rubble > Clear. Magical removal would be faster but less precise, removing the target grid, but also removing and/or degrading randomly chosen adjacent tiles. You want a neat and clean ASC? You better have a shovel.

In any case, % chance of earthquake might be fun.
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Old November 27, 2014, 07:16   #20
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I'd like to strongly second the concept of checking the inventory for a digger (maybe using the best one if multiple exist) rather than requiring diggers to be wielded.
Agreed - I didn't understand it at first, but now I do I think it's brilliant.
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