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  • Estie
    replied
    Lure away + destruct is gameplay. Unlike wand of TO, more things than just fail% on the casting can (and will) go wrong. Thats a tactic that should be encouraged, not prohibited. In current vanilla I usually dont bother with it because its too risky; I might use it if I have no TO available.

    It is also about the only use for Destruct other than panic button.

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  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    The comp char would be a mage no? But yeah, if you keep destruction, the teleport other/banish exploit would be replaced by lure/destroy anyway. Sure a mage with no teleport other, banishment and destruction would be a nice challenge. Ever tried TomeNET? These spells (minus teleport other) have been nerfed to a point (banishment costs 1dmlvl per monster and leaves you with a few hps if you luckily survive, destruction makes you *stunned* and *blind* for like 1000 turns -- which is not curable) that nobody use them anymore.
    Heh I just checked... monsters in TomeNET can resist teleportation, so TO has been completely nerfed too...

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  • fizzix
    replied
    Originally posted by PowerWyrm
    The comp char would be a mage no? But yeah, if you keep destruction, the teleport other/banish exploit would be replaced by lure/destroy anyway. Sure a mage with no teleport other, banishment and destruction would be a nice challenge. Ever tried TomeNET? These spells (minus teleport other) have been nerfed to a point (banishment costs 1dmlvl per monster and leaves you with a few hps if you luckily survive, destruction makes you *stunned* and *blind* for like 1000 turns -- which is not curable) that nobody use them anymore.
    I was thinking rogue might work the best. My plan right now is to get my nerfs to monster summoning working properly, then we can figure out whether to nerf these other spells and how.

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  • PowerWyrm
    replied
    Originally posted by fizzix
    That could work also. Especially if summoning gets nerfed. That being said, as long as you're not playing mage, banishment is a very limited resource anyway.

    edit: I should add. Destruction is far more of an issue than banishment.
    The comp char would be a mage no? But yeah, if you keep destruction, the teleport other/banish exploit would be replaced by lure/destroy anyway. Sure a mage with no teleport other, banishment and destruction would be a nice challenge. Ever tried TomeNET? These spells (minus teleport other) have been nerfed to a point (banishment costs 1dmlvl per monster and leaves you with a few hps if you luckily survive, destruction makes you *stunned* and *blind* for like 1000 turns -- which is not curable) that nobody use them anymore.

    Leave a comment:


  • krazyhades
    replied
    I'd play some FizzBand.

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  • Nick
    replied
    Put me down as a vote for fizzixband.

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  • Raajaton
    replied
    I think #3 would be a fun option. I did several playthroughs of your modified version a while back in between 3.4.1 and the 3.5 nightlies starting to come around. I have to say that playing a mage with mass identify was super convenient. Also losing the fear of nexus swapping relieved quite a bit of tension. Although perhaps that made the game a bit too easy in that version, I think in a game where TO is not accessible, that could lead to a lot of fun challenges.

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  • fizzix
    replied
    Originally posted by PowerWyrm
    Hmm I would go for not only teleport other, but also both banishment and mass banishment removed. Would make and interesting challenge.
    That could work also. Especially if summoning gets nerfed. That being said, as long as you're not playing mage, banishment is a very limited resource anyway.

    edit: I should add. Destruction is far more of an issue than banishment.
    Last edited by fizzix; February 9, 2014, 16:40.

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  • PowerWyrm
    replied
    Hmm I would go for not only teleport other, but also both banishment and mass banishment removed. Would make and interesting challenge.

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  • HermannD
    replied
    Nr. 3 looks indeed interesting. I'd certainly give this a try.

    Granted, my chances are nonexisting:
    - I've only played 3.2
    - My best char so far (still alive!) is currently at dlvl20
    - I'm completely screwed without full monster memory

    But hey: "Only boring people win, dying is more FUN."

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  • Thraalbee
    replied
    Originally posted by debo
    Im in for 3. Fizzixband or death
    +1 to nr.3

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  • debo
    replied
    Im in for 3. Fizzixband or death

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  • fizzix
    replied
    Recently there was a thread in which Estie mused about a Vanilla competition with no access to TO. Would people be interested in this? If so, I can put up a version of the game. It would probably occur after the Sil competition and the next one after that (poscheng?) I can think of three options.

    1) Simply remove the spell from the character's book and remove the rods and wands from the game.

    2) Do the above, along with my best guess on what would make this more fun. (right now it's limited to nerfing vault monster levels and monster summons, but I might think of more)

    3) Do number 2 but also include the changes I have in my personal version. Right now, these changes include:

    Mass identify spell
    Monsters with -5, +5 and +15 speeds
    no nexus stat swap
    more linear HP with Con curve
    I think that's it, most of the other changes (monster groups, drop rate changes) were pulled into V.

    thoughts?

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  • half
    replied
    I agree that having a Sil 1.2.1 comp after the V 3.5 comp makes sense.

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  • debo
    replied
    Comp 151 "pre-release" is here: http://angband.oook.cz/competition.php?showcompo=151

    this savefile is subject to change -- esp if I get feedback!

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