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#41 |
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Angband Devteam member
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Thanks for the great work on this - I'll commit these to nightlies as soon as 3.3 is out, so you should get plenty of feedback.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#42 |
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Adept
Join Date: Jun 2009
Posts: 134
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I second that -- I can't wait to play the version with these implemented.
How do creeping coin pits sound? Maybe mixed in with the mimics. |
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#43 | |
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Swordsman
Join Date: Sep 2010
Location: England
Posts: 384
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Quote:
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#44 |
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Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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I should point out that mimic and creeping coin pits will probably be pretty easy at the moment -- mimics and creeping coins now wait until you try to interact with them in some way before they attack you.
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#45 |
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Prophet
Join Date: Dec 2009
Posts: 4,788
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Creeping coin pits are also overly lucrative IMO. This would be a good opportunity to make them more dangerous monsters. NPP creeping coins are definitely difficult to take on as they have a significantly higher AC.
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#46 | |
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Adept
Join Date: Jun 2009
Posts: 134
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Or give mimics and coins the ability to rouse their friends? |
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#47 | |
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Angband Devteam member
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Perhaps the simplest solution is to allow mimics to follow normal "waking up" rules, albeit with low alertness. So in sparsely-populated areas, they should normally not wake up until @ attempts to pick them up, but in pits they'd wake up when @ started fighting their neighbours ...
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#48 |
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Prophet
Join Date: Dec 2009
Posts: 4,788
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Keep in mind that monsters in pits and nests are automatically awake.
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#49 |
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Swordsman
Join Date: Sep 2010
Location: England
Posts: 384
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Based on my test game, I'm not sure it's a huge problem, honestly; it's a relatively early nest, and bear in mind that the item mimics can both confuse and summon monsters. Adding the creeping coins might have made it a bit easier to clear, since they don't do either, but then again they all hit to poison and most players aren't going to have that resist at dlevel 30.
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#50 |
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Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Alright, we'll see what others think. Even when mimics are awake, they sit there until you walk right into them (or throw something at them, etc.) Maybe I should change them so that they start attacking when you move adjacent to them.
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