Curious spirits turn out to be OK. A bit annoying, but in an educational way (learn about tele-to before you meet Radagast). Not dangerous on their own clearly.
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Competition 100
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A group of ghosts at 1200' that can pass walls, have +5 speed, and touch to confuse? Most people don't have confusion resist by that time. I can see them standing in walls and confusing the player before they have a chance to react.
My first thought is that they might be slightly overpowered for that depth, or at least have the friends flag removed. Wouldn't there be alot of instadeaths to a pack of these creatures?
I'll playtest though.
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They don't actually appear to deal any direct damage, so while they're very annoying you'd need to be in a fight with something else for them to contribute to your death. Still, I don't really see the need for the FRIENDS flag.Leave a comment:
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My first thought is that they might be slightly overpowered for that depth, or at least have the friends flag removed. Wouldn't there be alot of instadeaths to a pack of these creatures?Leave a comment:
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Code:N:694:Curious spirit G:G:G1 I:115:3d10:100:100:0 W:24:4:100:100 B:TOUCH:CONFUSE B:TOUCH:EXP_20 F:FEMALE | RAND_25 | INVISIBLE | COLD_BLOOD F:PASS_WALL | UNDEAD | EVIL | FLYING F:HURT_FIRE | IM_COLD | IM_POIS | NO_FEAR | NO_SLEEP F:FRIENDS S:SPELL_PCT_20 | POW_0 S:BLINK | TELE_SELF_TO D:This curious ghost wants to see you meet your end, and will flock D: from a long way away to spectate. You will not easily be able to D: escape its scrutiny!
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Correct - congratulations to Eddie for winning, and to murphy for a qualifying winner and tigpup for two!
Slacko here hasn't done a new comp yet, but there will be one in the next day or two.Leave a comment:
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The ladder is showing my char Artha as the winner.
This is incorrect, probably due to the body count of 105. I killed a player ghost (Jeff Greene the Nether Wraith) in addition to the 104 uniques.
Based on 104 uniques with lowest turncount, Eddie won the comp with his 585,842 turns winner.
'grats Eddie ^_^
- Neil.Leave a comment:
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The "caught stealing" counter only decreases if you are within 10 levels of your max depth. So you can't hide out at a safe level and wait for the timer to decrease. It maxes out at 50, drops by one every 5000 turns, and the dungeon calms down when it gets below 30. So the dungeon could take 100000 turns to calm down if you fail to steal a whole bunch of time.
This definitely needs to be improved.Leave a comment:
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There isn't a formal tracker, just the NPP forums, which is at: http://forum.nppangband.org/index.php
But I respond to all bug reports & comments here as well.Leave a comment:
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found a bug to clone ammuntionIs there a tracker for npp? Or does that other forum still exist
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I'm sure the people who understand NPP use a lot less in the way of cheesy tactics than I needed.Leave a comment:
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I'd say it encourages stairscumming more than discourages it. The comp conditions mean that you cannot descend to DL2 for a while, and the faster increase of monster power with depth encourages later trips to scum DL1 for !speed.
If dos350 stairscums until he misses a greater vault, that's a whole lot of stairscumming.
Unfortunately, disconnected stairs would be unfairly difficult, due to the the deep monsters with teleport_to.Leave a comment:
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If dos350 stairscums until he misses a greater vault, that's a whole lot of stairscumming.Leave a comment:
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