Halls of Mist is here!

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  • mewmew
    replied
    Originally posted by Firons2
    Go here, through the Wayback Machine. The download should (as in it did for me) start automatically.
    thank you, it worked

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  • Firons2
    replied
    Originally posted by mewmew
    if somebody got the windows binary for this game could they upload it somewhere because the original link on the variants page has died...
    Go here, through the Wayback Machine. The download should (as in it did for me) start automatically.

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  • mewmew
    replied
    if somebody got the windows binary for this game could they upload it somewhere because the original link on the variants page has died...

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by buzzkill
    Did you ever consider giving monsters a save vs. detection. I'm talking about something small, maybe (monster depth - character level) % chance (min 1%). Maybe once a monster successfully saves, it always successfully saves, making spamming of detect monsters on any given level progressively less effective. Detect monsters is a ridiculously cheap and effective spell (at least for casters).
    In 1.3.0 it would be easy enough to balance Detect Monsters by increasing mana cost, if necessary. Every casting is away from your offensive potential.

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  • buzzkill
    replied
    Did you ever consider giving monsters a save vs. detection. I'm talking about something small, maybe (monster depth - character level) % chance (min 1%). Maybe once a monster successfully saves, it always successfully saves, making spamming of detect monsters on any given level progressively less effective. Detect monsters is a ridiculously cheap and effective spell (at least for casters).

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by ekolis
    The Detect Monsters spell operates on the current "map panel" - isn't that a rather archaic concept, especially with Mist's smaller maps? Why not just do a square of detection about the player?
    Actually it works the way you suggest, except that it's smarter! The detection area is about the size of the traditional (small) map panel. When you cast detection somewhere in the middle of the dungeon map, it is centered on you. When you cast it near dungeon walls, the area moves so that it's borders touch the dungeon walls.

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  • ekolis
    replied
    The Detect Monsters spell operates on the current "map panel" - isn't that a rather archaic concept, especially with Mist's smaller maps? Why not just do a square of detection about the player?

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  • Squeak
    replied
    I like it!

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  • Mikko Lehtinen
    replied
    Once more, with feeling.

    Whiskers the Rebel
    Some citizens of Lew still remember their swashbucking hero and protector. Womanizer and drunkard, he had his faults even back then, before he got bitten by the King of Rats. Nowadays most rumour mongers talk only of the thefts, murders, and forbidden acts of witchcraft committed under moonlight.

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  • Mikko Lehtinen
    replied
    Whiskers the Lawless. A former sheriff of Lew who got bitten by a wererat. He still wears his uniform, and sometimes likes to play a hero, but usually the rumour mongers talk about the murders committed in moonlight.
    Last edited by Mikko Lehtinen; October 12, 2012, 15:14.

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  • Squeak
    replied
    Originally posted by Mikko Lehtinen
    Perfect. Now we just need a name...
    How about Whiskers?

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  • Mikko Lehtinen
    replied
    Originally posted by Squeak
    I would argue that increasing stealth in tunnels actually causes more fights to occur in rooms.
    If think the way this could be done is decreasing baseline stealth for everyone by 2-3 and then giving you +1 stealth for every surrounding wall square.
    Interesting! Maybe this is a question that only playtesting will solve. Let's try it. (But not in the very next version.)

    Originally posted by Squeak
    Another suggestion - I remember you wanted to change all the unique to non-tolkein ones. If so, maybe make wormtongue into a wererat.
    Perfect. Now we just need a name...

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  • Squeak
    replied
    Originally posted by Mikko Lehtinen
    I'm not sure whether I like stealth increasing in tunnels. I've been trying to move fights from tunnels to rooms, where there's more room for tactical play.

    I would argue that increasing stealth in tunnels actually causes more fights to occur in rooms.
    If think the way this could be done is decreasing baseline stealth for everyone by 2-3 and then giving you +1 stealth for every surrounding wall square.

    Another suggestion - I remember you wanted to change all the unique to non-tolkein ones. If so, maybe make wormtongue into a wererat.

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by Starhawk
    ADOM actually has a full-on prayer/sacrifice system revolving around altars to law/neutrality/chaos. And the most common way to gain favor in that system is to lure a monster onto an altar, then sacrifice it with a keypress -- it disappears in a WHOOSH of flame, and you get no XP or loot.

    The other downside is that speaking monsters can sacrifice YOU. This is a big problem if you stumble onto an altar while blind or confused....
    That's stolen straight from Nethack.

    In most roguelikes you have to sacrifice lots and lots of stuff and/or monsters at altars. I find that boring. It's much like carrying loot back to town to sell it. Kamband -- which inspired me with its flavour -- had a similar system. I wanted to design something different.

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  • Starhawk
    replied
    ADOM actually has a full-on prayer/sacrifice system revolving around altars to law/neutrality/chaos. And the most common way to gain favor in that system is to lure a monster onto an altar, then sacrifice it with a keypress -- it disappears in a WHOOSH of flame, and you get no XP or loot.

    The other downside is that speaking monsters can sacrifice YOU. This is a big problem if you stumble onto an altar while blind or confused....

    Leave a comment:

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