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Old June 28, 2011, 03:39   #21
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Originally Posted by Derakon View Post
If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight dealy (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
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Old June 28, 2011, 03:42   #22
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That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight dealy (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
Might want to half the stacks as well. 10 scrolls of DD isn't all that hard to find. That would be half the dungeon. Scum 2500' for stat pots then DD to 4900' for gear. Wait, that sounds like it might be fun.
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Old June 28, 2011, 03:54   #23
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Might want to half the stacks as well.
Duh. Stack size is inversely proportional to power .
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Old June 28, 2011, 04:08   #24
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Quote:
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That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight delay (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
+1. So it ceases to be an escape, but becomes a better way of moving downward through the dungeon...

A.
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Old June 28, 2011, 05:32   #25
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+1. So it ceases to be an escape, but becomes a better way of moving downward through the dungeon...

A.
Right, or at least, it's more of an escape the way WoR is and not a (mostly) reliable single-turn escape like ?TL or destruction.
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Old June 28, 2011, 08:50   #26
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Originally Posted by Derakon View Post
If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
Suggest to make it random. So you want to get 3 levels down, but afraid that you can't take 5 at once? So random wait for 2d3 turns, then jump down just as far as you had to wait :-)
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Old June 28, 2011, 12:31   #27
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If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
There are times when I would love this!
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Old June 28, 2011, 17:10   #28
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I got an unusually large stack of TL from the BM very early in my current nightly game - 25. I've never seen stacks larger than the 3-10 range, which wasn't so bad, but 25 is too much.

Can the stats module be easily modified to look at BM and armorsmith store generation? It might be interesting to see how frequently some of the more "game breaking" items actually appear.
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Old June 28, 2011, 20:42   #29
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Can the stats module be easily modified to look at BM and armorsmith store generation? It might be interesting to see how frequently some of the more "game breaking" items actually appear.
At the moment the stats code ignores the town completely - it just generates levels 1-100 over and over. It wouldn't be hard to write a separate function that recorded the stats from N runs of store_refresh() - but you'd have to be both able to code it and interested in shopping. If anyone does want to do that, I recommend making it a subopt to -mstats which writes a completely different db. So you run stats for dungeons or stores but not both.
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Old June 28, 2011, 21:08   #30
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while we're on the topic of escapes. How about making _destruction as rare as _banish?
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