![]() |
Quote:
Of course, being able to walk through walls while your enemies cannot is still a huge advantage which typically causes one to get in over his head. I found that death most often came because all monsters have ESP, which leads to ghostly PCs getting surrounded/trapped in the walls, afraid to poke their nose out. Since resting while embedded in rock is likely to be a losing proposition, one should seek to avoid such situations. This is the sort of balance I'd look for, unless you've got a better idea. |
Quote:
|
Quote:
|
Add a mac version!!!!
|
Quote:
*and that's not to mention how ghosts carry stuff through walls in the first place. |
Most important monsters to implement:
Dragons/Hydras Spiders (webs were amazingly fun in Pos) Xorns/Umber Hulks that can move through walls |
Quote:
Quote:
Quote:
edit: Also, in case any Angband gurus are reading this, I could use some help dealing with an extremely annoying crash-on-save bug. The code is on github.com/simongre/RePosBand edit2: OK, the problem is that increasing home space to 128 slots causes a low level saving routine (savers[i].save) to freak out. That's way above my pay grade, so hoarding is going to have to wait a while. |
Someone created unlimited home already I believe for 3.2ish, Fizzix maybe? It was iVanilla IIRC.
As for hounds/vortex evolution, here's an idea: Start with Water/Fire/Cold/Elec hound... At level 15 morph into a Multi hued hound (resist basic 4 + poison, and a breath for each) Each breath gives you resist to it 20 - Light / Dark breath 25 - Shards breath 30 - Sound 35 - Force 40 - Plasma 42 - Gravity 44 - Nether 46 - Time 50 - Aether form (resist all) |
Remember, Level 1-5 needs to be Clear Hound
|
Right, which then you become a water/fire/cold/elec hound at 6.
|
All times are GMT +1. The time now is 09:26. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.