They will behave, wake up and/or attack the same way. They will just be much harder to distinguish from normal objects until they attack, or you attack them. But when casting detect treasure, a rectangle room with 95 treasures in it is pretty much a dead giveaway that they are all mimics. Maybe I should occasionally make a room full of actual treasure to keep the player guessing.
They are standard inventory in the alchemy shop. They should be there most of the time.
That has always been a quirk of the Angband AI. The monsters always know exactly where the player is.
I might work with it a little bit soon. Right after I typed that previous message saying safety was the top priority, I went into 2 consecutive levels where I went down a staircase and was right by a large group of monsters.
Fair enough. I will add this.
I use the Sangband/4gai projection functions. They are, IMHO, much better than the ones that Angband has used for years, but they aren't perfect.
Agreed. Diego and Anssi Ramela did a great job with those.
I checked, and it is the exact same.
They are supposed to be overpowered, but sufficiently rare enough to justify it. I am at 1300' with a mage and I haven't found a single chest yet.
That is one of my favorite features (full credit goes to Diego for that one). I am actually amazed nobody has asked that this be put in Vanilla. For those of you who haven't seen it, in Angband, take a troll priest to a troll pit and cast dispel evil. You will get hundreds of messages, one or two per affected monster. Do the same in NPP, and the damage messages get tallied and displayed as a count: "8 half trolls are destroyed. 7 Troll Priests scream in agony. 13 cave trolls flee in terror!". So much better.
That is on my to-do list. 1) determine how much monetary value nativity should add to an item. And 2) Determine how much power, for randart purposes, should be assessed when adding nativity to an item.
The monster should be given priority. I will double-check this. If you, by chance, see this again, a savefile is extremely helpful. Sometimes these problems are situation-specific and I can't re-create them.
Good point. Seems a big much.
No. That is for flavor only.
With 4gai, the damage from cone breaths dissipates with distance. Getting hit by a cold hound breath from across the room won't have much effect on anything. I don't recall doing much to the saving throws, but we have been at this for 7 years, and I s.
Yes, monsters do prefer to be generated and stay in their native terrains. They get combat and damage bonuses, and they use less energy to move (but not attack) while in native terrain. The player gets the same bonuses if they are native to terrains as well, and I am still trying to decide how valuable it is.
They are standard inventory in the alchemy shop. They should be there most of the time.
That has always been a quirk of the Angband AI. The monsters always know exactly where the player is.
I might work with it a little bit soon. Right after I typed that previous message saying safety was the top priority, I went into 2 consecutive levels where I went down a staircase and was right by a large group of monsters.
Fair enough. I will add this.
I use the Sangband/4gai projection functions. They are, IMHO, much better than the ones that Angband has used for years, but they aren't perfect.
Agreed. Diego and Anssi Ramela did a great job with those.
I checked, and it is the exact same.
They are supposed to be overpowered, but sufficiently rare enough to justify it. I am at 1300' with a mage and I haven't found a single chest yet.
That is one of my favorite features (full credit goes to Diego for that one). I am actually amazed nobody has asked that this be put in Vanilla. For those of you who haven't seen it, in Angband, take a troll priest to a troll pit and cast dispel evil. You will get hundreds of messages, one or two per affected monster. Do the same in NPP, and the damage messages get tallied and displayed as a count: "8 half trolls are destroyed. 7 Troll Priests scream in agony. 13 cave trolls flee in terror!". So much better.
That is on my to-do list. 1) determine how much monetary value nativity should add to an item. And 2) Determine how much power, for randart purposes, should be assessed when adding nativity to an item.
The monster should be given priority. I will double-check this. If you, by chance, see this again, a savefile is extremely helpful. Sometimes these problems are situation-specific and I can't re-create them.
Good point. Seems a big much.
No. That is for flavor only.
With 4gai, the damage from cone breaths dissipates with distance. Getting hit by a cold hound breath from across the room won't have much effect on anything. I don't recall doing much to the saving throws, but we have been at this for 7 years, and I s.
Yes, monsters do prefer to be generated and stay in their native terrains. They get combat and damage bonuses, and they use less energy to move (but not attack) while in native terrain. The player gets the same bonuses if they are native to terrains as well, and I am still trying to decide how valuable it is.
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