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QCF Design Community • View topic - Noooooooooo


Noooooooooo

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Noooooooooo

Postby Bloggorus on Thu Apr 12, 2012 1:15 am

Dear devs,

I understand that DD is supposed to be 'hard casual', but honestly...

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Re: Noooooooooo

Postby The Avatar on Thu Apr 12, 2012 1:41 am

That's like the alpha. What have they done to the monster gen code?
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: Noooooooooo

Postby Bloggorus on Thu Apr 12, 2012 1:49 am

From my understanding monsters are now more likely to occupy hallways and doorways than open space.

They weighted the area around the entrance to be populated by low levels, but I think it's still a random roll of the dice. Occasionally scenarios like this will pop up. maybe the random numbers need to be generated a different way?

This was a purist run, so having preps might have meant I could have gotten out of the situation.

Still interesting though.
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Re: Noooooooooo

Postby Joist on Thu Apr 12, 2012 1:59 am

Everything is in a doorway now and the entrance to the dungeon has hordes of level 1s in your way. Since the last update the game has not been as fun for me.

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Last edited by Joist on Thu Apr 12, 2012 2:56 am, edited 1 time in total.
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Re: Noooooooooo

Postby Bloggorus on Thu Apr 12, 2012 2:17 am

^^^ this

25 characters...
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Re: Noooooooooo

Postby Darvin on Thu Apr 12, 2012 2:52 am

I'm using Magnet: Defend a lot in this version; early ENDISWAL is so valuable for getting out of all the blockage situations we're seeing with the new dungeon generation code. I'm also going with Binlor more often just for the free glyph.
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Re: Noooooooooo

Postby Bloggorus on Thu Apr 12, 2012 3:23 am

sooo do we think that was intentional, or an unexpected effect?
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Re: Noooooooooo

Postby Joist on Thu Apr 12, 2012 4:23 am

Intentional. Hard for something like that to happen accidentally.

The mob placement and experience changes have really hit purist runs hard. I get the most enjoyment out of purist runs so these changes make me sad.
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Re: Noooooooooo

Postby harfatum on Thu Apr 12, 2012 4:33 am

Can we call enemies "mobs" in this game if they don't move? :D
Have a mug of tea.
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Re: Noooooooooo

Postby Bloggorus on Thu Apr 12, 2012 4:43 am

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