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a small round of changes part 2

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a small round of changes part 2 Empty a small round of changes part 2

Post by dungeonmaster Sun Apr 17, 2016 10:56 am

I modified the dungeon on levels 14 and 15. (non rock)

I added a few monsters

I tweaked the gold drop on giants and dragons.

I made some adjustments to the encounter tables on 12,13,14,15


In general ... If you find Giants and Dragons that seem poor .. it is because I need to adjust a specific entry on the encounter table. So try and be specific, level-- monsters present, and is it a regular or special room encounter. IE Giant room or Dragon room.

Send me an email and I will address it with the next round of changes.
dungeonmaster
dungeonmaster

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Post by dungeonmaster Sun Apr 17, 2016 1:35 pm

I am trying to find the sweet spot here with a combination of variables ... so If I have overdone it (IE Frost Giants are suddenly cash cows) report it as well, please.  I just don't have enough time to play test all the permutations.
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Post by dungeonmaster Thu Jun 02, 2016 6:07 pm

Today I adjusted drops on 13-15.

I fixed an error that was allowing level 15 items to fall on level 14.

I tweaked a couple monsters to make them harder/more powerful.

I increased the relative rate on monster's ability to stone on the deepest levels. (expect me to work my way up in the dungeon shortly)

I increased gold from some boxes on 13-15.

I decreased the defense on certain top end items.

I made a change to top end weapons for casters, but did not install it on production yet -- I am awaiting something special from Jude. bounce bounce

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