Famous last words ...
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Yeah, IMO that should be limited to LoS.
For non-LoS stuff it would be better to have some non-sleeping monsters actively "patrol" the dungeon, wandering around and looking for the player and/or allies...Comment
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Quite. I did make some changes to make sure that doesn't happen any more. I am also making thd monster teleport_to and teleport_player_to spells burn 150 of the monster's energy, so the player has some more time to react and escape.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Actually, I kinda like the idea that a monster can teleport *to you* without needing LOS. Something maybe like this:
1. The monster had to see you. It retains your last directly-known position.
2. It can choose to teleport to that location. Given that there's no precise teleporting in Angband right now, ok, that's its target, and its arrival point is any legal square within 20.
Very few monsters should have this, but if there are some, it's one way to make TO somewhat less useful.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Chained-teleportation: The ability to follow an enemy through a teleportation event. I like it, though I've never experienced it. It should be available to the player too (by casting a similar spell within 100 energy of the target teleport) . I've often wanted to be able to follow an enemy who teleported away.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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All I did was take the teleport_player_to flag away from Azathoth It already moves at +20 speed, has 6000 hp, resists everything, has a huge player awareness, passes through walls, and hits the player with chaos and nether damage for 550-600 hp damage 65% of the time. Azathoth is a probably about as dangerous as Morgoth, because he is PASS_WALL instead of KILL_WALL. I like a good dangerous dungeon, but that that seems a little bit unfair.
Nobody else had their flags removed, but they just use up a little more energy when they use those spells, so the player has a little bit more time to react. There are alot more dangerous monsters in NPP than in Vanilla (+15 to 30 speed that can hit for 400+ hp damage per turn), so the teleport_player_to spell can't be used too often.
The sad thing is, most of the people trying NPP these days don't win because they are applying the "new Angband powerdiving style" to NPP. I might be updating the UI, but not the gameplay changes that helps out powerdiving. So they take a character with base speed and 400hp and dive to 4000', and they almost always get *mauled* by the NPP monsters down there.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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That's not sad, it's awesomeThe sad thing is, most of the people trying NPP these days don't win because they are applying the "new Angband powerdiving style" to NPP. I might be updating the UI, but not the gameplay changes that helps out powerdiving. So they take a character with base speed and 400hp and dive to 4000', and they almost always get *mauled* by the NPP monsters down there.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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