Who keeps teleporting me?!!! It keeps happening. A teleport spell is cast and off I go. Or once it was that I've been teleport swapped. Is it the centipedes? Or wolves? They're about the only things that are around when it has happened.
Well a teleport trap I can see, and doesn't it give me a message saying that it's actually a teleport trap? This is a different message. It's different to something in the last version, where I never had any problem knowing if I stepped on a teleport trap or not.
BeefJerky, there are a bunch of ways you can get teleported. The teleport-swap, for instance, happens when some other creature gets teleported right on top of you, which results in you being teleported back to the creature's previous location. Tee hee! And wands of teleport *are* lying about now, any mischievous human can find one and start zapping you with it. These are not bugs, the game is just messing with ya.
Could you have stepped on some mushrooms lately? One of the weird side effects of mushroom exposure can be Teleportitis. It is only a temporary condition but pretty annoying and will result in a few teleports without warning, rhyme, or reason until it runs its course.
Also, the trap tiles are slowly becoming harder to see with each update. And rubble can contain a teleport trap too. Next update, you won't be able to see the trap tiles initially, at least on Legend. Detect Traps, anyone?
No, it's not teleportitis either, LordGek. Nah, I've played Fargoal long enough at this stage to know the difference. Madgarden must be right - it must be a human with a wand for the most part (except that one where it said specifically that I was teleport-swapped). But, to be honest, it's a little frustrating as, any time it has happened, there have been no humans visible on-screen or a hint that I'm being hit with something so it just feels entirely random. Like teleportitis only without the twitchy warning.
Sadist! Have you ever thought about including an artifact/treasure that will constantly allow you to detect traps.... maybe found below 20 for example? This game has definitely become harder since the update. I'm still trying to work my way through Hero mode and have died twice already on levels 11 and 7 respectively. Forgive me for saying this but I wonder if the HP balancing has gone a bit too far the other way. Both times I died when my enemy smashed my shield and got 2 or 3 quick hits in before I could use a potion - the second time I didn't even have any. I just feel the reduced number of potions combined with lower HP and powerful strike hits have tipped it too far into being frustrating. What do you think Paul? Otherwise, loving it. I'm always trying to think of new ways to improve it - can you imagine how happy I'd be if there was a Womble monster in there somewhere!?
Yeah, random teleporting can occur if you encounter mushrooms and ingest some spores -- much like in real life! Ooh, I found the dragon's hoard on level 20. (Pretty level, by the way, all golden and sparkly.) I had to go down to it because there are no other stairs down on the section of 19 I'm on that lead to the sword, and no holes in the walls to lead to other sections, so after I had fun looting the Dragon's stash I'm going to have to go back up to 18 or above and find a new route down. Monsters seem a lot tougher on that level, too -- no weaklings here, I was getting pummeled right solid despite my temple shield, and the monsters seemed to have twice the hit points. Nasty level, but fun. Came across a few reflective shields too, but didn't want to give up my temple shield for them. They just deflect magical attacks, correct? 'Cos I'm not to worried about mages. They're more annoying trying to chase down after they teleport away in the middle of battle. I suppose I can't blame them. I do cast an impressive shadow... Hey, you can wear multiple amulets right? I had the Lion's Claw for most of the game but just found that bug amulet too. It isn't reflected in my character's avatar (only the lion's paw shows) but I assume that's just for simplicity's sake -- and so in case you collect enough of them you don't end up looking like Flavor Flav. Although an amulet that by sheer coincidence resembles a wall clock would be funny...
I thought you could only wear one amulet at once. You have to switch in your equipment menu. At least I think so...
Only if you spread enough of them around that you aren't essentially forced to take trap hits for lack of ability to see them. That's treading into dick move territory; there should still be skill involved, not blind bad luck you can't avoid. Either that or A) dial the damage back, or B) reduce the number of traps. You don't want to frustrate players on Legend too much. Also, this should not make it into Hero I don't think, not unless something else is done to mitigate the lack of ability to see traps. Luck has its place, but it's not here.
SO, these are Paul's words: "dude if the monster is getting 2-3 quick hits in on you after breaking your shield, then you were way over matched to begin with" "Use your spells-shield, invisibility, use more strategy, don't rely on your HP" so, this is me asking. Did you find the item that Paul added in your honour? I gave some good clues in one post, just wondering if you figured it out.
Loving the update so far (level 7 with fast runs on level 10/11...due to some pits). I keep noticing little new touches here and there like new dungeon colors, new trap beahaviours (like rubble being just rubble), lizards, wasps and new gorgoyle. Maybe it's just me but I find the layout of dungeons somewhat different...don't know yet if it's just random or wrong impression. I'm becoming more and more OBSESSED looking at my +9 enchanted sword for glowing signs....too cool!!!! Maybe in the future...fireswords? Detect magic swords? Detect traps swords? (Different glow color=different warning).
BeefJerky answered correctly. You can only wear (and yield the magic) from one at a time, but can carry as many as you find.
wobblez, I'm trying to imagine what the Womble monster would be. I think it would just follow you around the dungeon, not attacking, and keep asking "Did you get the Sword yet? How about now? Got the Sword yet? Come on, when are you going to get the Sword?! You said you were going to get the Sword LAST SUNDAY but you still haven't! You can't SAY you were going to get the Sword and then just silently not get it while we all wait! Not impressed, hero!" Mindfield, yeah I won't make it dicky. Once you stepped on a trap, you'd be able to see it after that (like how fire traps appear, like how it works in Nethack). No worries. Hey, you gotta trust me by now eh. Pitta, hmm... braziers, firepits + enchanted sword. I wonder what might happen in a future update? And what is with that cistern, with the *4* snakey heads on it? So many unexplained mysteries yet...
You're just making this up as you go, right? Kinda like the television show Lost. I don't think anybody actually knows what is going to happen in that show more than one episode ahead of time.
Haven't found the amulet in my honour yet, but then again all I have found in 5 floors during this save is the wand of opening.
Well, yeah, I mean, except for darts and teleports you can already see them after you step on them. But the point I think is to give the player some chance of avoiding them altogether if they're paying attention and not rushing hell-bent around the level. I mean, you step into one of those castle levels with some areas that have a grate on the floor and like half a dozen fire traps around you can't even see 'til you trip them and you could be screwed without any reasonable way to avoid death except luck. I mean, I trust you ... I just get nervous when you start tiptoeing around the edges of things-that-could-suck territory. Ooh, ooh, Mr. Kotter! Is it a flamesword? Is it? Poison. Something to do with poison. Or herrings. Red ones.