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[BMA] Unique Quylthulgs

Posted: Mon 10.01.2005, 13:51
by Big_Juan_Teh_Furby
On Crimson's server, the unique Qs are visible on ESP. Here, they're not. That in itself isn't THAT bad, except now they're blinking Qs.<br><br>So, see 'em using a scroll of detect invisible. No worries.<br><br>...however, you can't really tell them apart from other Qs. Perhaps we can make them visible on ESP, or, if not, make them a unique color so that when we read a scroll of detect invisible we'll know the difference between the unique Qs and the "normal" quylthulgs?

Re: Unique Quylthulgs

Posted: Mon 10.01.2005, 16:18
by Berendol
I'm leaning towards adding a new kind of detection for certain types of creatures, and also making anything that flashes visible on ESP.

Any ideas what I should call the new detection? It would detect some things that have no mind and no blood - I don't know what to call it.

Re: Unique Quylthulgs

Posted: Mon 10.01.2005, 16:35
by Big_Juan_Teh_Furby
Detect soulless?  Lifeless?

Is this going to be a high that we'll find on other gear, or will we need to buy potions/scrolls/whatever?

Re: Unique Quylthulgs

Posted: Wed 12.01.2005, 15:57
by Varguar
in stead of potions/scrolls/etc. how about you put it into the spellbooks. there are some that dont work or are useless so replace or add on if you could.  I think that would be a good idea instead of just pots/scrolls etc.

Re: Unique Quylthulgs

Posted: Thu 13.01.2005, 16:30
by Berendol
I was thinking about going the equipment route.

Alter Reality is the only major hole in the spellbooks.

Re: Unique Quylthulgs

Posted: Fri 14.01.2005, 16:02
by Anyar
what is alter reality supposed do anyway?

Re: Unique Quylthulgs

Posted: Fri 14.01.2005, 16:06
by Berendol
In one player Angband, it regenerates the level. You wind up in a fresh level.

That has huge obvious and not-so-obvious problems if we implement it here.