I've been thinking about doing some significant monster list tweaking for a while now, and I've started gathering my thoughts together. The main problem I wish to solve is that non-unique monsters top out at level 79. I'd like to move that to about dlevel 95, with the deepest monsters likely being the Pit fiend and the Great Wyrm of Balance.
So there will essentially be a linear shift of about 15 levels of all monsters deeper than level 50 or so, and the monsters between 1-50 will be spread out sublinearly. With some exceptions. XP gain will be lowered in almost all cases to account for the fact that the monster is deeper. I need to calculate exactly how much to adjust that, I have not done this yet.
Monsters that appear in groups will in general be moved deeper than the standard shift. Except for nuisance monsters (i.e. elemental hounds and crebain) and some other exceptions (mumaks, jackals)
Monsters with powerful non-elemental breaths will be moved deeper (i.e. drolem, jabberwock, many hounds)
Ancient and mature dragons will be beefed up and deepened. I'll dig up the thread where I describe these changes.
Uniques will be moved differently, I haven't quite figured out how. I do know that there are some constraints. The Lernean Hydra is constrained to be as deep or deeper than the 11-headed hydra. Lungorthin will be as deep or deeper than greater balrogs. Qlzqqlzuup will be as deep or deeper than a master quylthulg.
There may also be some changes to individual monsters. I'm almost definitely going to give lightning bolt to shimmering molds. I'm thinking of giving death molds teleport-to. Ticks and beetles will get even more of a boost to AC.
Some items will need to be adjusted. I actually think the wands and rods of elemental balls and bolts will be fine. However, =poison will be moved to dlevel 50, and _healing, _banishment, _magi will be dlevel 85. Stat gain potions will likely be deepened.
What other problems are there currently with the monster list? What changes would you like to see?
So there will essentially be a linear shift of about 15 levels of all monsters deeper than level 50 or so, and the monsters between 1-50 will be spread out sublinearly. With some exceptions. XP gain will be lowered in almost all cases to account for the fact that the monster is deeper. I need to calculate exactly how much to adjust that, I have not done this yet.
Monsters that appear in groups will in general be moved deeper than the standard shift. Except for nuisance monsters (i.e. elemental hounds and crebain) and some other exceptions (mumaks, jackals)
Monsters with powerful non-elemental breaths will be moved deeper (i.e. drolem, jabberwock, many hounds)
Ancient and mature dragons will be beefed up and deepened. I'll dig up the thread where I describe these changes.
Uniques will be moved differently, I haven't quite figured out how. I do know that there are some constraints. The Lernean Hydra is constrained to be as deep or deeper than the 11-headed hydra. Lungorthin will be as deep or deeper than greater balrogs. Qlzqqlzuup will be as deep or deeper than a master quylthulg.
There may also be some changes to individual monsters. I'm almost definitely going to give lightning bolt to shimmering molds. I'm thinking of giving death molds teleport-to. Ticks and beetles will get even more of a boost to AC.
Some items will need to be adjusted. I actually think the wands and rods of elemental balls and bolts will be fine. However, =poison will be moved to dlevel 50, and _healing, _banishment, _magi will be dlevel 85. Stat gain potions will likely be deepened.
What other problems are there currently with the monster list? What changes would you like to see?
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