pampl |
January 19, 2011 20:18 |
Quote:
Originally Posted by Arjen
(Post 47156)
A reaction on your newest dead troll.
What i notice with randart is that you find better artifact earlier in the game. Especially when you play a non-weapon monster. Maybe this is just luck with finds. And overal i think randarts are way better than the normal arts if you check the normal Angbandladder. Is this on purpose? It doesn't make you want to play with the standart artifacts if you know the chances to survive are higher with randarts.
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Not on purpose. I didn't change the randart code so it must have been quirky in the version of Angband I used. Maybe I'll update the Angband code(merge? Not clear on the terminology) before 3.3 if that's the case.
Quote:
Originally Posted by emulord
(Post 47181)
Nexus hounds should probably have teleporting ability, no? Since their nexus breathes dont teleport, they should have some kind of theme rather than just straight damage.
By the way, don't have their attacks teleport, that would be a nightmare. Maybe you could have them be better at magic devices or something
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I could give them phase door/tp. I had assumed that nexus breath would phase/tp whatever didn't resist it, its damage would be slightly lower if I had known it wasn't that annoying.
Quote:
Originally Posted by emulord
(Post 47187)
Ghosts should start as a poltergeist at level 1-4 or so. From original pos, they wouldn't have boot slots. Gaining some form as you level up feels good as a ghost.
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I just copied the first form from the partially-finished Pos implementation.. no idea why he didn't start with poltergeists. Ghosts already evolve every five levels so it'll be a while before I give them new forms.
Djabanete and I were tossing around ideas for new special artifacts. I'd like every PITA unique to have a chance at dropping a relatively strong artifact.. there are already (from Pos) special artifacts for Smeagol, Grip and Fang, Eol, one of the orc captains, and the elemental royalty, plus the racial artifacts. Other uniques we've been talking about adding artifacts to are Nar the dwarf (his clothing is described as ragged, so either a rag or something damaged), Kavlax (a suit of PDSM that's been irradiated by his gravity breath and so weighs a lot and gives a penalty to speed), Gorlim (a dim torch with a bonus to stealth and speed), Saruman (his technicolor robe, not sure what its bonuses and penalties should be), boots or gloves or something for Mim, a pick for Maeglin, and a rag for Ghan-Buri-Ghan (who has to be added as a mob too). Any other tough uniques and artifact ideas? Maybe something for Lorgan or the Tarrasque?
These special artifacts only have a 1/15 chance of dropping, so I'm not worried too much about adding too many.. I'd like players to average 1-3 per game, so 30-40 artifacts in total, or ~20 new ones.
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