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Old October 29, 2011, 04:57   #41
fizzix
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Quote:
Originally Posted by takkaria View Post
  • remove rods of dObj
  • make rods of Detection fuzzy-detect, by just showing the locations of items but not the items themselves
  • make scrolls of dObj dungeon-only but also found in stacks (and maybe fuzz detection?)
  • remove treasure detection abilities of all but rogues (detect enchantment could then become mass-visible-ID)
1 and 3 are trivial. They could be put in immediately.
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Old October 29, 2011, 10:51   #42
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Quote:
Originally Posted by fizzix View Post
1 and 3 are trivial. They could be put in immediately.
fizzix weren't you planning some changes around Teleport Level and Deep Descent as well?

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Old October 29, 2011, 16:48   #43
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Quote:
Originally Posted by Antoine View Post
fizzix weren't you planning some changes around Teleport Level and Deep Descent as well?
This thread had some good ideas that seemed to be acceptable to the community as a whole.
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Old October 29, 2011, 22:51   #44
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Quote:
Originally Posted by buzzkill View Post
This thread had some good ideas that seemed to be acceptable to the community as a whole.
Yes, I remember. And wasn't there another, more recent thread about the availability of Destruction and Banishment consumables? I thought it had some good points

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Old November 1, 2011, 02:02   #45
konijn_
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Quote:
Originally Posted by takkaria View Post
Hello everyone,

<snip>
This is an experiment, and we'll have to see how it goes. Please bear with us.

Andi Sidwell
This move seems so 'Duh, of course!' in retrospect.

I fully support this!

T.
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* Are you ready for something else ? Hellband 0.8.7 is out! *
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Old January 9, 2012, 09:30   #46
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Bump~ eeeeeee
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Reality hits you -more-

S+++++++++++++++++++
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Old February 24, 2012, 23:51   #47
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I like what this guy is doing with moria, works on windows, he has enabled some graphics, speech packs, some music packs, and many options it a more modern version of moria that has been in development for a long time, I like how he draws your interest immediatley into the game once you start, it also full-screen with some nice backgrounds. give this a whirl and you will see what i'm talking about.


http://games.tcshouston.net/downloads.htm


main page here.

http://games.tcshouston.net/
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Old February 25, 2012, 00:26   #48
Malak Darkhunter
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I have also dent this guy an email to let him be aware of the forums here, maybe everybody can share ideas?
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Old February 26, 2012, 19:18   #49
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Sorry for reviving the thread, but I just got back to the *band world and I like both the decision and 3.3.2. While my first character managed to get to level 16 (high-elf mage) or so before dying to not paying attention and forgetting that half-orcs can shoot you.
It still seems easy, but I'm comparing it to O1.10u, where after ten chars, I got to level 13. On the other hand, O is somewhat too hard.
I would prefer if you tried not to make changes that make the game easier and didn't mind making the game harder. Over time, it will stabilise to a level where after a character or two, you can get the hang of them, after 5, you can dive to 40, level up to 20, after 10 or so, get to the endgame, and after 15 or 20 kill Morgoth.
I also worry, though, that the availability of v4 and option of coding in it will stunt variant growth and development, which would be sad. IMO v4 should be limited to 4 or so people contributing and the others could have the option to submit patches, ideas etc.
Anyway, this is a great idea. I hope that normal V will stay alive and that v4 will prove a useful place to test changes.
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