Good change. Could we also make player slow beats monster slow? Right now this creates the illogical effect that the 3-mana GETINDARE can cancel slow but the 8-mana WEYTWUT cannot.
Unfortunately, I think WEYTWUT is overloaded as it is, and there's less harm in giving GETINDARE a new advantage (IMHO). Also, monster FS beats player FS, so this is staying consistent with that.
Quite a modest change, but the Rogue lives and dies by thresholds of a couple extra points of damage and HP so it could tip some scales.
Pretty much. We're trying to be less radical at this stage.
Probably need to speed up the animation a bit. Would be cool if the animation actually changed based on how you killed them (slash for attack, burning for fireball or miscellaneous magic, wall-smash for knockback)
We want some switchups based on level, at least. So a high-level kill is animated slower / more gloriously, and the "popcorn phase" will be represented by a series of quick chops, etc.
WONAFYT should behave a little less erratically again
Evidence suggests that this has actually been a problem for a few weeks, and technically the underlying problem hasn't been "fixed" yet. Just made WONAFYT's criteria temporarily more stupid (which ironically seems to make it better, so will probably keep).
q 3 wrote:It's possible for monsters to spawn in the corner tiles in the new Fighter Gold, which could make progress impossible if you haven't gotten ENDISWAL or PISORF yet.
Effing hell, I specifically tried accounting for / testing that eventuality. Thought I'd nailed it. Hopefully it doesn't come up horrifically frequently, it'll be ironed out for good by next week.
Darvin wrote:Is it just me, or has the probability of elite items appearing in shops increased... like a lot? I've seen Elven Boots for sale three games in a row, and Amulet of Yendor twice in my last five games.
One of us took a look at shop probability code, but it wasn't me and I forgot to ask after it. So I actually dunno, embarrassingly enough.