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Old July 13, 2011, 22:55   #41
Magnate
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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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Old July 13, 2011, 23:44   #42
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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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Old July 13, 2011, 23:51   #43
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Quote:
Originally Posted by Netbrian View Post
How do creeping coin pits sound? Maybe mixed in with the mimics.
Sounds good to me. Done.
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Old July 14, 2011, 00:07   #44
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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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Old July 14, 2011, 00:09   #45
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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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Old July 14, 2011, 00:29   #46
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Mimics and creeping coins now wait until you try to interact with them in some way before they attack you.
It seems like it'd work best to add way for a player entering a room to automatically wake up and annoy all monsters in that room, to help deal with this kind of case.

Or give mimics and coins the ability to rouse their friends?
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Old July 14, 2011, 13:16   #47
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Quote:
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It seems like it'd work best to add way for a player entering a room to automatically wake up and annoy all monsters in that room, to help deal with this kind of case.

Or give mimics and coins the ability to rouse their friends?
Trying to pin down precisely what the problem is here: that @ will hack through the mimic pit one baddie at a time?

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 ...
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Old July 14, 2011, 16:14   #48
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Keep in mind that monsters in pits and nests are automatically awake.
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Old July 14, 2011, 16:24   #49
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Trying to pin down precisely what the problem is here: that @ will hack through the mimic pit one baddie at a time?
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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Old July 14, 2011, 17:29   #50
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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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