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Old March 23, 2021, 01:03   #11
Cuboideb
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I played NPP a lot, won several times until the game got too difficult. Rogues were a blast. Mages in later versions got powerful too (water ball). Miss those days, and working with Jeff.
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Old March 23, 2021, 01:20   #12
Pete Mack
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It's not so much the difficulty of later versions. It's the relentlessness. Just one OP monster after another. Even 0.4.1 flirts with this, what with the hydra pits of 8, 9, 10 headed hydras. At DL 40. Taking quests after DL ~38 is just losing proposition.
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Old March 23, 2021, 01:33   #13
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Exactly, I remember that Radagast was a pain, he could teleport to you from anywhere in the level. The blue mages too.
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Old March 23, 2021, 01:43   #14
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Yeah, one of those in the game is enough. (Which is to say, Azriel, Angel of Death.... or in NPP, I Guess it's the Jelly of Death. )
Edit: darn autocorrect. Azriel, not Arial.

Last edited by Pete Mack; March 23, 2021 at 01:50.
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Old March 23, 2021, 20:01   #15
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I have no idea if these bugs remain in later releases but:
* Quaker never quaked once, and I took him entirely in melee (with a gondolin weapon with pStun on it, else I would not have noticed.)

* At normal speed, Thunder drakes do not actually "seem to be moving as fast as the eye can see".
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Old March 24, 2021, 01:56   #16
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My God. That was traumatic. I thought I could sneak past a cave-dweller pit. But suddenly greater titans started appearing from out of nowhere! I phased, and one of them followed and confused me in the same turn. Say what? Oh no, they have TELE_TO, NPP-style! Yikes!!!

Fortunately I remembered that in NPP a Staff of Teleport is non-optional if you dont have rConf. And yes, I mean rConf, not modern V's wimpy pConf, and I got out of Dodge.

PS: Nick, bring back bronze dragons! (And the equivalent dragonscale armor.)
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Old March 24, 2021, 15:58   #17
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Diego--
Did even NPP 0.4.1 get harder with time? Of course it's just as likely that I forgot the nightmarish humanoid pits and the paratroop Greater Titans. I was particularly surprised by pStun not actually providing protection from (grand) master mystics.
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Old March 24, 2021, 17:56   #18
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Monsters in NPP really follow the player around corners. Ghosts have their own flow to get out of vaults. LOS is symmetric. In later versions the big D's can cast ball spells.

I think I will include NPP 0.5.4 in the port. It has the new terrain types from U and many ui improvements from V 3.0.6 to 3.1.2. It also has other things like infinite stock of WoR and the [ ] commands.

Most winners in the ladder are from NPP 0.4 and 0.5 so I think it will be fine.
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Old March 24, 2021, 19:21   #19
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I don't know in which release monsters got absolutely nuts. But yeah, the first terrain release was indeed my favorite. V still has one big, big feature missing in others: runeID. Even partial rune ID would be fine with regular ID for consumables. (V needed to get rid of catastrophic items like !Ruination and ?Curse weapon--let alone !Death-- before eliminating ID entirely.)
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Old March 24, 2021, 22:58   #20
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I will remove those 4 items. Too unfair. I'll keep the light_curse items anyway.
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