Monster differences (v0.09)

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beowuuf
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Monster differences (v0.09)

Post by beowuuf »

The dithering seems present in everything, from Coutls (very noticeable) to animated armours (occasionally). The Couatls are very bad, they will never follow up, and attack once everysooften, except for one time, when a couatl in the pit room steamed right at my party, and proceeded to constantly attack - I got hit about four times in rapid succession! This was a cool Couatl! So I think the ASI is fine, and it's really the dither/fear effects that are knocking them for six.

Swamp slimes seem to ignore other creatures, and one stepped on a screamer (then again, it is a slime...)

Animated armours should be fearless, one or two ran away from me and never bothered to come back

Scorpions should have a very high fire resistance, I htink it's too low just now.

Rusters are definately too tough for fire/spell resisitance - I had to throw PA lightnigh bolts at them to kill them in RTC! (at least two).
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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George Gilbert
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Re: Monster differences (v0.09)

Post by George Gilbert »

Fixed for V0.10
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