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Re: Shifting sands
Posted:
Sat Oct 29, 2011 9:51 pm
by The Avatar
Well actually, Darvin, I think they are all changed.
Getandafix was different, Durr and Hurr were different. I am pretty sure they just weakened the algorithm. instead of 1.5 normal stats it might be 1.3 normal stats, for example.
Re: Shifting sands
Posted:
Mon Oct 31, 2011 9:39 am
by Nandrew
Re: Shifting sands
Posted:
Mon Oct 31, 2011 5:12 pm
by q 3
I think it would be neat to have something like an "increase difficulty" preparation available for all dungeons; some of the central dungeons in particular have their own fun gimmicks (like Chokebox and Doubledoom), but quickly become too easy once you know what you're doing. Letting the player select a higher stat modifier, if they wish, would let you have that scalability for every dungeon, without having to place a bunch of duplicate dungeons the map.
Re: Shifting sands
Posted:
Mon Oct 31, 2011 7:21 pm
by gjaustin
Re: Shifting sands
Posted:
Mon Oct 31, 2011 8:31 pm
by The Avatar
Re: Shifting sands
Posted:
Tue Nov 01, 2011 5:26 am
by 232
Both the Indomitable and the Count open up separate versions.
Re: Shifting sands
Posted:
Tue Nov 01, 2011 9:15 pm
by The Avatar
I know, I just got them both, but thanks anyways!
Actually, I like the vicious versions as they are harder, but not as hard as namtar, for example.
Beat vicious count on first try with whupazing elf paladin, and dragon shield, of course.
Re: Shifting sands
Posted:
Thu Nov 03, 2011 1:32 am
by Darvin
Re: Shifting sands
Posted:
Thu Nov 03, 2011 12:21 pm
by The Avatar
Re: Shifting sands
Posted:
Fri Nov 04, 2011 5:55 pm
by zeemeerman2