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Pactmaker version two!

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Re: Pactmaker version two!

Postby Gorgon on Sat Dec 03, 2011 1:17 am

It happened to me. I went to the chokebox and didn't find any subdungeon :(
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Re: Pactmaker version two!

Postby Sidestepper on Sat Dec 03, 2011 1:21 am

I think I figured out the subdungeon issue. I found one encased in a solid wall. I'm guessing that the other 'missing' dungeon entrances were also buried like this.

I'm hoping we can get a hotfix for this, because the odds of this happening are actually quite high, and it really slows down the progress of quests/gods/races.
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Re: Pactmaker version two!

Postby q 3 on Sat Dec 03, 2011 1:43 am

Yeah, I just found a buried "treasure" subdungeon (with the basic Blacksmith items for free). Cute, although that's yet another subdungeon you can't access without ENDISWAL (complex knockback strategies might also work, but only rarely and with great effort).

One thing that would be really nice for Pactmaker, if he is going to continue as one of our three possible altars, is the ability to detect other altars. If he's the first altar you find, he's utterly useless (unless you have the +piety preparation). Dead weight is rarely welcome, particularly early on in a dungeon. (For similar reasons, I still think Mystera should summon a fireball or other glyph to her altar on worship, especially now that Glyph Magnet is gone. That would go at least some small way towards rehabilitating her.)
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Re: Pactmaker version two!

Postby Sidestepper on Sat Dec 03, 2011 1:46 am

Okay, I've noticed that the entombed entrance issue seems to only happen with the three new subdungeons (monster party, gold vault, and armory). In fact, I haven't found those subdungeons anywhere but buried under rock. Also, this happens a LOT. Like 50-75% of the maps have been like this. That's way too big of a slice of the pie for three specific subdungeons.

I'm hoping that the burial is a bug and not an intentional feature, because it isn't a very fun mechanic.
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Re: Pactmaker version two!

Postby subanark on Sat Dec 03, 2011 1:49 am

Maybe the subdungeons should spawn based on the glyphs that spawn. So you won't get a dungeon that requires ENDISWAL unless that glyph appears.
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Re: Pactmaker version two!

Postby Sidestepper on Sat Dec 03, 2011 1:52 am

I don't like it because it adds an annoying chore to the game. Having to check every... wall... every... game isn't fun, it's just a hassle.
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Re: Pactmaker version two!

Postby The Avatar on Sat Dec 03, 2011 2:18 am

Yeah, They really should change that...
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Pactmaker version two!

Postby Sidestepper on Sat Dec 03, 2011 2:36 am

I decided to get empirical about this. I just did ten consecutive runs in the northern desert using a transmuter. I found a buried subdungeon exactly five out of ten times.

My preference would be to abandon the burial mechanic altogether, since it's just a chore. But in any case, the new dungeons need to be way less common. 50% is nuts, and they choke out all the other content.
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Re: Pactmaker version two!

Postby TigerKnee on Sat Dec 03, 2011 2:39 am

Let's document all the deity changes!

GG:
Sanctify removed.
The boon that heals HP/MP (sorry, name slipped my mind) now only heals 35%, not 50% (ouch!)

JJ:
Removed... something. Well, that's amusing. I can't even remember most of JJ's boons. I guess they sucked so bad.
Petition costs 25 piety only (if you started with piety preparation, that's enough to completely cancel)
Both potion sacrificing boons now grant a higher bonus (15 hp, 4 mana)

Dracul:
Blood Power removed (darn, that was the best source of Max MP!)
Life Steal now 10 Piety (sort of slightly easier to gain piety now I guess, though it still kind of sucks)
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Re: Pactmaker version two!

Postby Sidestepper on Sat Dec 03, 2011 2:46 am

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