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Old January 17, 2014, 15:56   #41
Psi
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Originally Posted by half View Post
Yes, that is the one Scatha is talking about. They (typically) can't get to you as tunnels never connect to the other side. The might be able to fly occasionally though... Have you (or others) found such rooms to be problematic, or were you merely noticing that there was an unusual monster for that depth?
It was just an observation as I have been having a lot of trouble with OOD monsters in this version. Obviously the Wargs were no trouble as they were stranded, but I was just surprised to see them at 300'.

Has Thuringwethil been upgraded - she seems a lot nastier than I remember her.
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Old January 17, 2014, 16:49   #42
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Shafts became a little more common in 1.2. Wandering monsters emerging from down shafts would make monsters 2 and 3 levels (even 4? I forget the exact rule) out of depth slightly more frequent.
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Old January 17, 2014, 19:01   #43
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Has Thuringwethil been upgraded - she seems a lot nastier than I remember her.
Yes. Good to hear that it seems to have worked.
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Old January 21, 2014, 12:25   #44
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No downstairs on this level - only down shaft or chasm. Is that a bug?
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Old January 21, 2014, 15:32   #45
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No downstairs on this level - only down shaft or chasm. Is that a bug?
This is just for information or are you playing with some challenge that forbids you using upstairs? You probably could have gone one up and jump in a chasm there. Or you fear missing loot once you create another level and leave it?
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Old January 22, 2014, 07:39   #46
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This is just for information or are you playing with some challenge that forbids you using upstairs? You probably could have gone one up and jump in a chasm there. Or you fear missing loot once you create another level and leave it?
It wasn't a conduct, but I thought it was a function of the dungeon generation that there should always be a downstair to the next level.
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Old January 22, 2014, 09:04   #47
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My totally blind guess: the staircase got overwritten by a chasm.

Edit: if I had looked at the code and knew that chasms are generated later than stairs then this would be an educated guess, but I haven't and I don't and it's not.
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Old January 24, 2014, 00:34   #48
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Uldor is a funny one. He used to be my most feared early unique as he was tough for his depth due to his high protection. Now he is almost trivial if you can get up close and personal with him as he just runs backwards and forwards.
I don't think the Uldor change has worked too well. As you say it is trivial to get him in a loop where you get free hits and he can't do anything, however he also has enough defense that sometimes you will still be unable to kill him in this situation. Also Umuiyan already exists as the token archery unique.

By the way, how was Thuringwethil buffed? As far as I can tell she is identical to how she was in 1.1.1. Maybe it is just psychological, red is pretty scary.
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Old January 24, 2014, 06:43   #49
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By the way, how was Thuringwethil buffed? As far as I can tell she is identical to how she was in 1.1.1. Maybe it is just psychological, red is pretty scary.
Having checked the edit files, I see what you mean. Maybe the red colour and a few lucky/unlucky rolls lead to the impression she was tougher than before. I certainly had never realised her melee skills were that good before.
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Old January 24, 2014, 08:25   #50
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Inscriptions:

If you have several group inscribed items you have now to remove inscriptions one by one (ring of frost in inventory and one equipped for example). Group inscriptions also don't seem to carry normally, I had two incribed rings of frost and one uninscribed in my last game. Uninscribed and inscribed ones didn't stack until I removed the inscription as well.
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