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Ring of Blood issues

Posted: Thu Jun 09, 2011 6:49 pm
by Susramanian
Issue 1: The Slavemaster should be a real boss fight, with real loot and experience. Trampling him flat immediately was a big letdown the first time I fought him.

Issue 2: Probably not specific to this zone, but switching from ascii to shockbolt tiles doesn't correctly apply the nice_tile stuff (round pillars, etc.) I just got a bunch of square blocks where I used to have a bunch of # characters.

Issue 3: Using walls in the forest noise generator doesn't make much sense, and it's annoying to explore. Favored solution: implement autoexplore!

Re: Ring of Blood issues

Posted: Thu Jun 09, 2011 7:05 pm
by tiger_eye
Issue 4: The slave and animal combatants drop loot and alchemist ingredients, but the player is unable to collect them. I think they shouldn't be able to drop loot.

Re: Ring of Blood issues

Posted: Fri Jun 10, 2011 12:23 am
by ghostbuster
Loot can even be excellent...
My slave fighter once got a "slippery armor" dropped by a combatant... No way to identify it, but it looked like a great artifact made with the electric skin of a fish...
Too good for a slave, indeed :D. And no way to get it :(

Re: Ring of Blood issues

Posted: Mon Aug 20, 2012 8:15 pm
by Frumple
ghostbuster wrote:Loot can even be excellent...
My slave fighter once got a "slippery armor" dropped by a combatant... No way to identify it, but it looked like a great artifact made with the electric skin of a fish...
Too good for a slave, indeed :D. And no way to get it :(
Bump/necro for this happening in b42, had a slave generate with spellhunt remnants.

Interestingly, the slave dropped the gauntlets when it died, allowing the second attempt's slave to pick up the gauntlets and use them. Winning had them disappear into the aether, though.