
Pender wrote:- Weakness lasts 50% longer.
boa13 wrote:Pender wrote:- Weakness lasts 50% longer.
Are we specifically talking about the centipedes? I was feeling that they were a bit overpowered in 1.6.2, apparently you increased their power significantly?

Goratrix wrote:Wow, my first game in 1.6.3 has SIX VAULTS on depth 2Three key rooms, the other three are nested... I'm feeling like I'm going to starve before I decide on what to pick up
Patashu wrote:Goratrix wrote:Wow, my first game in 1.6.3 has SIX VAULTS on depth 2Three key rooms, the other three are nested... I'm feeling like I'm going to starve before I decide on what to pick up
Wow! Can you report what the seed is?
Pender wrote:- Paralysis trap pressure plates are now physically separate from the locations that emit the paralytic gas, which means there are more hidden tiles that can be discovered to reveal the existence of a paralysis trap, and paralysis gas will generally take a turn or two to reach the player after stepping on the plate.
- Out of depth monsters generated in shallower depths are drawn from a narrower band of depths, making depths 2-5 easier, and some monster hordes (bog monsters and groups of vampire bats) are specifically prevented from spawning out of depth.
- Portcullises that block poison gas trap rooms cannot be obstructed with items or creatures. Instead, a hidden lever will be generated inside of the room when the trap is activated that will lift the portcullis.
Pender wrote:- New cursed runic: armor of immolation.
Pender wrote:- Dar blademasters have less defense; eels have more.
Pender wrote:- Creatures that can cast or breathe fire are now more careful with flammable terrain.
- Explosion tiles will disappear instead of promoting into gas fire.

scratskinner wrote:Is this a non-Universal binary? I recall that 1.6.2 had been working okay under 10.4 apart from the load game/recording, and I'd like to see how well 1.6.3/4 work in spite of that "10.5+". I can't do that if it's an Intel-only binary.
scratskinner wrote:Is this a non-Universal binary? I recall that 1.6.2 had been working okay under 10.4 apart from the load game/recording, and I'd like to see how well 1.6.3/4 work in spite of that "10.5+". I can't do that if it's an Intel-only binary.
coolsnake wrote:If it was the intention to never feel safe again, you succeeded in that. I just burned to death after getting a doorkey on D1.![]()
Don't know if the game is actually harder now but the time of just cruising through the first few depths is definitely over.
dpeg wrote:Swamped in work for just a few weeks and I miss a Brogue release, what a mess. Many thanks for keeping it up! We appreciate it. I have a half-finished Brogue review on my harddisk -- hopefully I don't have to change very much. Guess I'll drop it here first before showing it to the Crawlers.
Patashu wrote:Goratrix wrote:Wow, my first game in 1.6.3 has SIX VAULTS on depth 2Three key rooms, the other three are nested... I'm feeling like I'm going to starve before I decide on what to pick up
Wow! Can you report what the seed is?
andrewdoull wrote:This appears to be not uncommon. The keys in keys rooms seem to result in a lot more treasure rooms.
thedrin wrote:I'm seeing lots of keys in the first 10 levels and very few in the next 10.
Creaphis wrote:I feel spoiled for choice when just a single key lets me trawl through five vaults in a row until I finally pick something I like.
Creaphis wrote:Now that allies can learn centipedes' strength-sapping, how about letting them learn poison from spiders?
esk wrote:It doesn't feel right that I'm least excited to get the staff I most want...
esk wrote:4) Increasing the % of enchanted weapons in vaults (while decreasing vault #) might also be nice. But perhaps I'm just biased toward a mage build because of the simplicity of powering up a staff of lightening. I did feel like melee builds were more viable due to the extra loot and preserving that a bit would be cool. Alternatively: make detect magic potions or uncurse scrolls more common for easier IDing...
Creaphis wrote:I've been using the 'c'all function to label items I get from vaults with the other items I could swap them for. I'd appreciate it if these labels persisted even after the item is fully-identified, and if I could label fully-identified items instead of being told "You already know what that is." Thanks dude.
Creaphis wrote:Turn 22320 in this recording: I shoot a bolt of lightning that reflects off a golem, back at me, and hits every single one of my allies as they're lined up behind me in a hallway. They all switch to "hunting" status. Intended behaviour?
Creaphis wrote:True, and I suppose we could consider this behaviour to be lightning's weakness. Still, my allies constantly bombard themselves with bolts reflected off of golems and I've never seen them turn on each other because of it.
Joshua Day wrote:Now this qualifies for a behavior change, I'd say!
I think "ANGRY" would be a nice status effect to see, and while they're angry they basically act like they're in a targeted state of discord -- and it's only in the ANGRY state that you can lose an ally permanently. No immediate jumps to hunting. The other advantage is that the game could jump to ANGRY with less provocation; right now you can light a fire in fungus and use that to light an ally on fire and they won't mind. If anger is the only thing at stake, the game could make deductions that don't have to remotely perfect.
morphles wrote:Which ones will the game be able to recognize? Is there guaranties the there wont be false positives?
morphles wrote:Which ones will the game be able to recognize? Is there guaranties the there wont be false positives? I'd say its better to simplify things, that only direct attack causes hostility.
Creaphis wrote:Even scrolls of cause fear still leave my allies wandering or hunting about 50% of the time - there's obviously some very finicky calculations involved in determining monster status and adding another status wouldn't help that.
tinyrodent wrote:I like the current random arrangement of vents and switches for traps. Sometimes it's deadly and sometimes it's an advantage the player can use to trap monsters. I haven't noticed "always surrounded on all sides by detectable vents" pattern, on the contrary sometimes the switch is located away from the vents altogether and can be used to remote activate a hazard area.
Joshua Day wrote:I think "ANGRY" would be a nice status effect to see, and while they're angry they basically act like they're in a targeted state of discord -- and it's only in the ANGRY state that you can lose an ally permanently.
Creaphis wrote:Would "regenerates quickly" be overpowered as a learnable ally trait?
Cybermg wrote:I actually dislike the slowness rune because like any rune, it requires a good number of enchants to become useful, and doesn't ever become quite powerful enough that you can melee the aforementioned horrors and dragons.
Patashu wrote:Creaphis wrote:Would "regenerates quickly" be overpowered as a learnable ally trait?
About as overpowered as having an ally that regenerates quickly from the start.
Creaphis wrote:Allies capable of casting negation will negate other allies who are "entranced." Considering that nobody can entrance entities except for the player, this is essentially mutiny, and completely unexpected/unintuitive.
Sylverone wrote:I had a half-baked idea:
1. Potion of Swimming - This temporarily grants the player the ability to submerge under the water like a naga to avoid missiles and detection (...does the player already do this?) and while in effect prevents the player's items from getting swept away (although I suppose that effect wouldn't be clear from the name). This would also let the player fight submerged monsters on their own terms, without worrying about items floating away.
One last nice bonus would be if a submerged player could target submerged enemies with spells.
Creaphis wrote:My suggestion is that you change turrets so that they can't fire on you the first turn you come in range. If I can't use that one turn to protect myself then my death will be my own fault.
ggoDeye wrote:Creaphis wrote:My suggestion is that you change turrets so that they can't fire on you the first turn you come in range. If I can't use that one turn to protect myself then my death will be my own fault.
I second this motion. Also, it makes me very sad when my unprotected armor gets weakened and there was zero that I could have done about it.
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