I finished my trial test of my changes that included:
1: TO is a bolt not a beam
2: Monsters can save vs destruction. If they save they are either teleported far away (as in TO or banish evil) or teleported to just outside the destruction zone. (equal chance). Saves are level dependent, Morgoth can never be destroyed in destruction.
The game highlight was on my first trip to dlevel 100 where the palantir showed a Plain Gold Ring sitting in what looked like a nest on the other end of the level. Since I couldn't destruct Morgoth, he kept on harassing me as I made my way to the nest. Unsurprisingly, the nest turned out to be a graveyard, and trying to TO or kill all the nasties and having to deal with M each time he came back made for quite a challenge. I did get the ring, popped back into town to grap my consumables and then dropped down and killed Morgoth immediately.
The changes to TO and destruction required a different thought process for how to deal with things. I think the change was good overall, but it'd be nice if other people would comment on it. (I have a fork on github with these changes in them.) Biggest change is with summoners. I don't use ASCs, but I do use create doors a lot. Summoners are hard because the line them up in a corridor to TO them does not work. Another common trick of TOing a Unique and destructing the escort was also not possible. Solely these changes do not satisfy the 'make the game harder' desire, but they're a step in that direction.
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