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#91 | |
Adept
Join Date: May 2020
Posts: 101
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Quote:
The monsters mating would bring a very twisted variant in to the game... |
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#92 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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White Worms and I both breed explosively
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#93 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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Thanks! =p
I think I'm going to go ahead and start a run with persistent levels and selling on. Not sure why but this seems to be the most appealing to me. Sort of Diablo-esque I suppose ![]() |
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#94 |
Adept
Join Date: Nov 2019
Location: Pasadena CA
Posts: 141
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#95 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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#96 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,431
Donated: $60
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Quote:
No, none of the changes to monster spawning got implemented - so let us know how you get on. And monsters do spawn randomly while you're on a level, so that will still happen (but currently only on the level you're on).
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#97 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,114
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monsters will continue to randomly spawn (in some hilarious instances, very quickly).
I do not know if this applies to Uniques as well, but i would think yes. Save those Staves of Summoning !
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"i can take this dracolich" |
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#98 | |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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Quote:
![]() Are there any plans to implement these at all in the future? " - Have monsters on saved levels heal over time - Make uniques and artifacts able to be generated on new levels (or by newly spawning on the current level) regardless of if they exist on a saved level; the previous one would just be deleted from where it was. " |
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#99 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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I have a suggestion,
It would be cool if there could be an option for levels to persist only as long as you remain in the dungeon. For example, you could descend down a few levels, then ascend quickly retracing your steps as the map is already filled out. But once you get to the town the dungeon would then reset everything. For me this would solve a couple of concerns. I would get the enhanced feeling of immersion in the game knowing that there is some persistence, being able to revisit skipped areas on my way out and things like that. But I would also have the option to grind out early levels if I wanted to by simply returning to the surface. |
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#100 | |
Adept
Join Date: May 2020
Posts: 101
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Quote:
Imagine the trivial case of a fast dive, lots of "fresh" levels with lots of monsters that weren't even touched, vs a bunch of mostly empty levels because most of the monsters were cleared out. Plus, those levels will be growing (perhaps) to some capacity as new monsters spawned. Finally, the "worst case" scenario is that you're down there dodging bullets and death with Morgoth, while the game is checking if a yeek needs to be healed or that there simply needs to be more yeeks on Level 1. An area that you'll probably never go back to, much less find any challenge in. Now, you could do something like only "manage" the levels +/-5 levels of where you are, things like that to limit the processing. But, the basic point is that it can be a lot of work to do, and it has to happen "often". |
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Thread | Thread Starter | Forum | Replies | Last Post |
Getting levels | Angrist | Vanilla | 6 | January 13, 2015 10:26 |
Persistent bugs | Ingwe Ingweron | Development | 9 | October 24, 2013 15:45 |
Variant with persistent dungeons? | Sabreman | Variants | 5 | November 15, 2007 22:22 |
Feature Request: Optionally persistent dungeon levels | TJA | Vanilla | 6 | August 22, 2007 11:42 |
[Un, others] Difficulty levels | andrewdoull | Variants | 10 | May 29, 2007 23:00 |