carlton@genrad.UUCP (Carl Hommel) (08/20/84)
Here are a couple of points I would like to make about rogue. They are based on my perusal of the 3.7 version, and might have been addressed either by the Unknown Implementors, or by this newsgroup. Please forgive me my ignorance; I am new to net.rogue. The following is a list of Bugs/Features. Some of them I even wasted time twiddling the code. 1. You can confuse a monster by hitting it with a thrown or missile weapon. I changed this. 2. Monsters are not affected by traps. My pet peeve, and the first one I changed when I got a chance to. I used the following effects: Trap Door: bye bye monster. Bear Trap: monster becomes held. (You can't set up a daemon them) Sleep Trap: monster gets a random attribute - invisible, greedy, hasted, slowed, etc. Arrow Trap: monster gets hit. Teleport: monster gets teleported, and has the equivalent of a ring of teleportation. Dart Trap: monster's armor class decreases. 3. Wraiths have a straight 15% chance of draining a level per hit, rather than a saving throw. (See my previous submission for an explaination.) 4. Scrolls are readable while blind. Suuurre they are. 5. In AD&D, a key tactic in using sticks of bolt damage is to bounce them off walls and get double damage. However, only the unlucky rogue will be hit after a bounce. Further, the bolt hits everyone in its path. 6. Again, in AD&D, rings of protection add to your saving throw, as well as improving your armor class. More as I think of them. Carl Hommel Wife: Why do I have to use the hjkl keys? Husband: Would you believe braindamaged adm3a's at Berkeley?